FoldedPixels
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« Reply #120 on: July 15, 2017, 12:14:51 PM » |
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I managed to almost complete the boss fight - it will still require testing and tweaking, but the most important elements appear to be there. Decided I would go back to working on the level itself. Many elements needed adjusting, but no major changes thus far. Additionally, I managed to squash a bug that had to deal with teleports and input.
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FoldedPixels
Level 1
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« Reply #121 on: August 05, 2017, 12:49:09 PM » |
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Finally, the boss fight and the level appear to both be functional, so I will be moving on to the third environment. Here's a design for the next tileset: Might add more variations later on.
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foofter
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« Reply #122 on: August 05, 2017, 01:54:18 PM » |
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Cute and nice colors. I always thought inside a computer would make a nice setting, too!
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joey4track
Level 1
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« Reply #123 on: August 05, 2017, 01:59:57 PM » |
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There is something so comforting about monochrome pixel art
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RizeoftheSummonds
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« Reply #124 on: August 06, 2017, 11:49:05 AM » |
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There is something so comforting about monochrome pixel art
I disagree. I think it can become repetitive and bland quickly. But if you add a bit of color variation similar to how "Machinarium" succeeded at it, then all of a sudden your monochromatic game becomes more interesting.
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joey4track
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« Reply #125 on: August 06, 2017, 12:41:05 PM » |
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I disagree. I think it can become repetitive and bland quickly. But if you add a bit of color variation similar to how "Machinarium" succeeded at it, then all of a sudden your monochromatic game becomes more interesting. [/size]
Or it could be just that you haven't grown up playing them
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RizeoftheSummonds
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« Reply #126 on: August 07, 2017, 07:58:20 PM » |
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I disagree. I think it can become repetitive and bland quickly. But if you add a bit of color variation similar to how "Machinarium" succeeded at it, then all of a sudden your monochromatic game becomes more interesting. [/size]
Or it could be just that you haven't grown up playing them Definitely grew up playing these type of games. Doesn't mean all of them holds up today, resulting in having to make improvements
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« Last Edit: August 12, 2017, 10:27:06 PM by RizeoftheSummonds »
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FoldedPixels
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« Reply #127 on: August 12, 2017, 12:38:19 PM » |
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Thanks for the responses, everyone. Trying to prototype animated tiles for backgrounds. There might be some problems with the animations being too distracting - possibly, using a majority of slowly-animated/static tiles and these moving ones for accents might solve this.
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FoldedPixels
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« Reply #129 on: September 02, 2017, 12:40:16 PM » |
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Riding on the moving platforms is finally working as expected. Retrofitting the existing code to work with vertical platform movement was way more difficult than expected.
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PsycheMac
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« Reply #130 on: September 02, 2017, 10:48:05 PM » |
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This is looking really good! I personally like the monochromatic color scheme. I think it can offer a stylistic choice that can make the player feel a certain way while playing. There are tons of games out there with many different types of palettes so I don't think there is a right or wrong way in this regard. It may even make it stand out more.
I was looking at your laser beam disappearing platform gif and thought that maybe it could be communicated better. The character seems to be standing on the outer shell and when the center gets taken away they fall through. I wouldn't have read it that way at first if I were playing so maybe it would be better to make it more obvious that the player is going to fall through once that laser reaches them.
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FoldedPixels
Level 1
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« Reply #131 on: September 23, 2017, 12:56:04 PM » |
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Hello, thank you for the feedback and sorry for the late reply. I'm not sure which beam you meant - there's a section before the tile-erasing beam that makes it obvious you fall through the tiles without the "outer shell", so I don't think this should be too hard to figure out. I've been working on more sprites, as well as adding details and functionality to the new level. One of the new additions is bullets that shatter on impact:
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FoldedPixels
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« Reply #134 on: November 18, 2017, 02:09:45 PM » |
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The first level's basic functionality is wrapped up. (Part of it was just back-end tweaking.) After that was done: 1. Started working on the next level's layout. 2. Improved moving platform code. Here's some of the new layout:
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FoldedPixels
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« Reply #135 on: December 30, 2017, 01:33:57 PM » |
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I have mostly finished laying out the second level, and have been adding various bits to the game. Worked on jumping mechanics and more back-end stuff, like keeping track of initial states of various objects inside a given level to allow for partial resetting. Here's a new beam obstacle:
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