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TIGSource ForumsCommunityDevLogsBlip - exploration platformer set inside a computer
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Author Topic: Blip - exploration platformer set inside a computer  (Read 12088 times)
FoldedPixels
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« Reply #20 on: September 12, 2016, 11:02:41 AM »

First stage is almost complete, looks-wise. Just needs some decorations.

Next up is the hub stage, I think.
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FoldedPixels
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« Reply #21 on: September 14, 2016, 11:23:19 AM »

I started working on the second stage and added a new prop.


The cutscene system needed to be more robust, so I started work on an upgraded version. When that's done, it should be enough for all the game's needs.
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FoldedPixels
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« Reply #22 on: September 17, 2016, 12:10:51 PM »

The cutscene scripting system seems to be almost done, but text positioning sometimes requires a workaround to get right.

(Click image to see animated gif, ~1.2MB)
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FoldedPixels
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« Reply #23 on: September 19, 2016, 12:05:49 PM »

I've been re-doing the dialogue display system. It's not finished yet, so here's a new enemy sprite:
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FoldedPixels
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« Reply #24 on: September 21, 2016, 11:52:52 AM »

Worked on a dialogue box. Showing the portrait of the speaker together with their lines should make things less hectic.
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Pixel Noise
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« Reply #25 on: September 23, 2016, 06:12:08 AM »

I kind of liked how non-invasive the original text was, but agree that this will provide clarity. But does this mean only one dialogue will take place at a time? I liked seeing multiple NPCs respond to your presence at the same time, in the first gif.
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FoldedPixels
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« Reply #26 on: September 23, 2016, 11:14:47 AM »

They can both all talk via the original hover-text and the dialogue box. The idea is that the hover will be used for shorter passages (greetings and such), while the dialogue box will be there to make the talking clear. Otherwise, it's unclear who the text is hovering over. I could add a speech-bubble type of display, but I think I'd better work on other things first.

I did some work on moving platform collision today. The code is a bit ugly, but it does the job.
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jordanchin
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« Reply #27 on: September 23, 2016, 11:36:30 AM »

Very charming! I like the different sage-like NPCs and I love that tree. Is the game going to be pretty story driven? What's the premise?
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« Reply #28 on: September 24, 2016, 12:14:57 PM »

Thanks. I plan for the plot to be a major component of the game (though, as in many exploration games, it will be possible to skip most of it and just get to the action parts "speedrun-style"). The player will know why he/she's tackling this or other boss and get to learn more about what happened in the past from NPCs and by exploring. The premise is that the corrupt piece of software which is behind all of this is hidden behind various security mechanisms in the system, so Blip has to travel to different places to gather the components that will let him pass through to confront the game's ultimate enemy.

As for development: I added moving platforms today. Their looks and behaviour can be customized, so that they can loop, wait, activate when the player steps on them, and so on.
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FoldedPixels
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« Reply #29 on: September 27, 2016, 12:30:50 PM »

I'm now working on the generic enemies' AI. There was already a functioning patrolling mode, but I needed to change up the code to properly handle obstacles.
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FoldedPixels
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« Reply #30 on: September 29, 2016, 12:15:58 PM »

Added some leaping behaviour to the generic AI's capabilities. Once I figured out the calculations, the code worked right of the bat too, if I remember correctly.

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FoldedPixels
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« Reply #31 on: October 01, 2016, 12:23:17 PM »

Still working on the AI, this time added shooting capability. It should be extensible in a fairly straightforward manner, but for the time being this seems enough.
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FoldedPixels
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« Reply #32 on: October 04, 2016, 12:17:40 PM »

I've been working on arbitrary path movement, which is hard to get to cooperate with the existing physics system. Here's how the enemy jump path planning looks like in the debug mode:
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FoldedPixels
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« Reply #33 on: October 06, 2016, 12:45:58 PM »

Still working on the AI, this time trying to implement flying behaviour. Hovering took a while to figure out.
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FoldedPixels
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« Reply #34 on: October 08, 2016, 12:29:20 PM »

This week has been practically all about the AI. Here's a debug-mode view of the path-planning algorithm:
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FoldedPixels
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« Reply #35 on: October 11, 2016, 01:12:40 PM »

Got the flying AI working well enough, so I should be able to move on to other things.
(Click for a ~2MB, higher-framerate GIF)
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Pixel Noise
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« Reply #36 on: October 11, 2016, 05:42:21 PM »

Nice work  Hand Thumbs Up Left
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Pixel Noise - professional composition/sound design studio.
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Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #37 on: October 15, 2016, 12:53:48 PM »

Thanks.
I started working on the audio part of the game. Both longer and shorter sound files seem to be working fine. I posted an MP4 with example sound effects on Twitter:
https://twitter.com/inkblotgames/status/787395291607601152
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FoldedPixels
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« Reply #38 on: October 19, 2016, 12:19:37 PM »

Did more work on sound. Turns out having the spatial sound wouldn't behave properly with the current rendering setup (this took a while to figure out), so I had to change some stuff on the back end. Did additional work on the save game/configuration as well.

I thought it would be good to have proper speech bubbles in addition to the dialogue box, so I implemented them.



The previous text display system for characters was labyrinthine compared to this.
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Tyro
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« Reply #39 on: October 19, 2016, 03:27:51 PM »

I really like the NPC designs you've shown. Just wondering - how exactly do the speech bubbles work along with the dialogue box? Will they pop up if the NPC is supposed to express emotions/being interacted with along with the dialogue and their portrait?

Great stuff all around.
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