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TIGSource ForumsCommunityDevLogsSprout - Devthread (build update 6-16)
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Author Topic: Sprout - Devthread (build update 6-16)  (Read 13395 times)
Loren Schmidt
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« Reply #60 on: June 12, 2009, 04:43:48 PM »

Hey, best wishes Jason. It sounds like the project is going well. I've enjoyed playing the demos you've posted, and look forward to seeing more of the rebuild as it progresses.
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JasonPickering
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« Reply #61 on: June 12, 2009, 05:34:43 PM »

thanks guys, everything is going good. two more enemies and I am completly caught up and then some. I'm adding lots of enemies I have added or will be adding

1: walks left and right bouncing off walls
2: floats left and right bouncing off walls
3: platformer guy that pops up to attack you if you stand on him to long.
4: platformer guys that can only be jumped on in sucession (like the pattern blocks in megaman)

any other ideas feel free to throw them out

mokesmoe:
well the project was snowballing a bit and was getting away from my main goal. I had an animation teacher that said you should be able to describe a good idea in one sentence and this goes for game design too. my original idea was "a blob guy grows grass as he walks" and then I took the elements and it didnt really fit into the sentence, because now you had different states, but only some states could grow grass, so why would you ever want to be in another state. and it was losing the streamlined feeling it had. so I went back to the drawing board and cut the fat out.
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JasonPickering
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« Reply #62 on: June 16, 2009, 09:25:58 PM »

new update with test level!

well here's an update:

growing all the grass will open the door. S will make you explode. it will activate checkpoints and kill enemies, all though the kill enemies code is deactivated at the moment.
A makes you jump, and arrows move you around. you have 19 guys, hopefully you can get all the way to the top.

the level is very linear now, but it wont always be the case of just left and right zig zagging up.

HERE YOU GO
http://www.mediafire.com/?sharekey=b30dd42f306864f690a82c7bb0fad7ade04e75f6e8ebb871
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lpmaurice
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« Reply #63 on: June 18, 2009, 05:37:46 AM »

I love the pixel look better in this case, and the new demo is really smooth. Please keep pushing this Smiley
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JaJitsu
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« Reply #64 on: June 18, 2009, 09:03:07 AM »

Is there any more after you get to the top? I...thought I got all the grass.

Anyways, i really like the pixel style and am glad you changed it.
The enemies seem solid.
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JasonPickering
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« Reply #65 on: June 18, 2009, 09:07:09 AM »

thanks guys. nothing at the top. its just a small test so this will be way different and checkpoints will be much farther apart.
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mokesmoe
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« Reply #66 on: September 20, 2009, 04:05:02 PM »

I'm using my powers of necromancy to revive this thread!
Why'd this thread die? I thought it was a pretty awesome game.
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JasonPickering
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« Reply #67 on: September 20, 2009, 04:18:51 PM »

it didn't really die. We kicked into overtime at work (I work for a larger video game company) and I was basically working 70 hours a week so this hit the back burner. since then I have started back up with a series of quick prototyping games to get back into the swing of things. the major engine for this is done I just need to force myself to finish the level design.
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Wander
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« Reply #68 on: September 21, 2009, 08:03:55 PM »

I want to play a demo! It seemed like the linx were dead.

can i try?!?  Hand Fork Left Smiley Hand Knife Right
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-The Horrible Vikings-

-= artist will paint for scotch=-
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