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TIGSource ForumsCommunityDevLogsBlip - exploration platformer set inside a computer
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FoldedPixels
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« Reply #40 on: October 22, 2016, 12:41:44 PM »

The bubbles are going to mostly show up for short blurbs and/or when multiple NPCs are talking at once. I think I will use them as interaction indicators as well.

As for latest development, it's mostly been tedious ironing out of glitches before I get to constructing the next stage.
Visible changes include adding backgrounds to more levels and implementing a functional health bar.
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FoldedPixels
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« Reply #41 on: October 26, 2016, 12:35:34 PM »

Currently working on a new environment.



It's there to connect various in-game areas with the player's starting point.
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FoldedPixels
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« Reply #42 on: October 29, 2016, 12:25:02 PM »

Did some work on yet another environment. This one will be looking partially ruined and old.


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FoldedPixels
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« Reply #43 on: November 02, 2016, 01:31:11 PM »

I kept on working on the new environment. As it is much bigger than the previous ones, it takes a while to get done.
One more thing I've been working on are static enemies. Here's an example of one which waits to ambush the player in what looks like a pile of rocks.

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Pixel Noise
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« Reply #44 on: November 04, 2016, 05:25:14 AM »

I really like the idea of "static" enemies that blend in with the terrain.

For the new environment, it does look different from the first one, but I wonder if you could vary the texture a bit more in some way, to make it look more ruined and old. Like instead of having the squiggly lines throughout, maybe there could be holes/gaps in them? Or, go further in that direction, and have some spots that are really squiggled out? I'm not sure how the area ties in to the story/setting, but if this is supposed to be an old section, maybe instead of the squiggly lines, make the patterns all jumbled up "1' and "0" characters, to signify a crash/memory dump, or corrupted file or something?
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Pixel Noise - professional composition/sound design studio.
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flipswitchx
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« Reply #45 on: November 04, 2016, 10:50:38 AM »

I like the tron-like style ^_^
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FoldedPixels
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« Reply #46 on: November 05, 2016, 02:24:50 PM »

Thanks for all the comments

I like the idea of messing up the graphics some more. I will see how the tiles look after I add decorations and more background elements. There are holes and ruin-like features aready that I added (though haven't finished decorating everything yet), and I think I will add more background elements to strengthen that look.

I had some trouble getting my screen capture software to work, so here's a static image of the latest addition: floors that crumble when you step on them.



I thought it would add to the impression that the environment is ruined.
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FoldedPixels
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« Reply #47 on: November 09, 2016, 01:59:59 PM »

Last couple of days have mostly been about environment design. I tried to make this one look more ruined by adding some destroyed architectural elements in the background.



I will probably tweak and add decorations after the functionality is done.
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FoldedPixels
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« Reply #48 on: November 12, 2016, 03:18:47 PM »

Worked on many things, including the back end, camera zooming and information banners. The latter two are visible here:



Click for GIF (~5MB).
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Pixel Noise
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« Reply #49 on: November 13, 2016, 07:23:20 AM »

Nice camera effect! That's always a really cool feeling, and adds a lot of depth to the setting for me, when you reach some important or interesting area and the camera zooms way back like that.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
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 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #50 on: November 16, 2016, 12:56:52 PM »

Yeah, the camera itself can be used to achieve some interesting effects.

I've been working on more characters/creatures needed to populate the environment. Here's a GIF of a sprite in progress:
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Wingz
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« Reply #51 on: November 16, 2016, 02:22:24 PM »

Yeah, the camera itself can be used to achieve some interesting effects.

I've been working on more characters/creatures needed to populate the environment. Here's a GIF of a sprite in progress:


grose
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FoldedPixels
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« Reply #52 on: November 19, 2016, 01:46:32 PM »

Worked on back-end (saving), as well as on the environment.



For the droplets and splashes to behave like they do, I made them into physically-interactive particles.
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FoldedPixels
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« Reply #53 on: November 23, 2016, 01:47:04 PM »

Added bottomless pits and other level features.



The first level should soon be done, then it's on to the second one and the boss fight.
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FoldedPixels
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« Reply #54 on: November 30, 2016, 01:29:56 PM »

Adding a big bug - this one will be for the player to ride on - a variation of the standard moving platform mechanics.


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FoldedPixels
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« Reply #55 on: December 03, 2016, 01:44:52 PM »

Working on the look and design of the new level, will populate it with characters/enemies later.

Here's a GIF of that bug from the previous post in a ride-able form.(~3.8MB)
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FoldedPixels
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« Reply #56 on: December 07, 2016, 01:46:00 PM »

Added some tentacle-like roadblocks to the level that takes place "underground". Unlike the enemies, their only function is to slow the player down at certain points.

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FoldedPixels
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« Reply #57 on: December 10, 2016, 01:30:57 PM »

Added quick-moving lurking enemies to keep the players on their toes.

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FoldedPixels
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« Reply #58 on: December 14, 2016, 01:58:49 PM »

Adding a staple game mechanic - collectable points. Might change their graphics later.

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« Reply #59 on: December 17, 2016, 01:48:54 PM »

It looks that the work on the first two levels is nearing its completion. Besides some back-end tweaks and a bug-fix to the cutscene system, I have added some new characters, like this guy that pops up from the rubble:

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