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1398270 Posts in 67576 Topics- by 60890 Members - Latest Member: durkinconstruction

January 19, 2022, 11:25:16 PM

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TIGSource ForumsCommunityDevLogsBridges of the Mertynn
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Author Topic: Bridges of the Mertynn  (Read 16998 times)
Μarkham
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« Reply #40 on: October 12, 2009, 09:09:43 AM »

More kinda uninteresting updates...




The GUI graphics are coming together, and the ones for the level editor are complete.  The main menu background is started, and will eventually be animated so that the big logo in back disappears back into the distance as the main menu comes in.

I also spent some time reprogramming the switches.  They no longer switch tiles between activation states, since I decided seven more tile spots would be more important than being able to choose the exact lever position on the switch.  Three already went to colored switches, and one to an ice-tile version of the pressure switch.

As of now, there are only 7 more "special" tiles out of 64 tiles total that need their functions programmed in.  The last will be saved for more towards the end, since it obviously won't show up any earlier.
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Μarkham
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« Reply #41 on: October 20, 2009, 11:46:24 PM »

Ever get to the point where you've nearly finished something and then it occurs to you to test something and you discover a game-breaking bug that results in having to recode a few large sections of code?

Last week, I did.

So after a week of working between retarded Computational Theory and Discrete Mathematics midterms round 1, I redesigned how blocks and the player work with switches and 'doors,' working in a basic form of Z axis replacing the old system that mostly worked with a boolean variable named "IsHigh."  The result is that, through careful level design and management of blocks, the player is able to design block towers for whatever absurd reason.


Crap.  I just realized they aren't programmed to work with rotating bridges when stacked...
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JLJac
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« Reply #42 on: October 21, 2009, 08:54:26 PM »

Hey, you sure you're not overdoing this? Maybe you should just release the game Wink
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i wanna be the guy
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« Reply #43 on: October 22, 2009, 11:19:24 AM »

a boolean variable named "IsHigh."
HEH!!!

looking good, finish it already Mock Anger
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Guillaume
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« Reply #44 on: February 23, 2010, 03:40:52 AM »

We want updaaaaaaaaaaaaaaaaaaaates!

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Entar
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« Reply #45 on: February 23, 2010, 08:05:39 AM »

This is looking good, I like the idea of it. Fairly simple, but solid concept. I'm not sure what I think of the art style, but it'll do.
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davidp
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« Reply #46 on: February 23, 2010, 09:36:14 AM »

this is looking so sweet  Shocked Shocked
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Μarkham
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« Reply #47 on: April 09, 2011, 11:12:35 PM »

It seems Hell has...

frozen over. Cool
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FK in the Coffee
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« Reply #48 on: April 09, 2011, 11:36:22 PM »

AHHHHHHHHHHH  Tears of Joy
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hughperkins
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« Reply #49 on: April 10, 2011, 02:49:40 AM »

It seems Hell has...
frozen over. Cool

Wow, that's a pretty nice tileset!
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PleasingFungus
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« Reply #50 on: April 10, 2011, 06:00:37 PM »

The last time that I read this thread, according to the forums, was in late 2009.

How time flies.
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« Reply #51 on: April 10, 2011, 07:01:31 PM »

This means it's back in development, yes? Grin
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Inanimate
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« Reply #52 on: April 10, 2011, 07:17:09 PM »

IT LIVES

IT LIIIIIIIVES
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Μarkham
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« Reply #53 on: September 25, 2011, 08:27:21 PM »

So after almost a year of working on other things (other people's student films, my application portfolio for my major), I can finally get back to working on this.

I don't have anything new to show, though this last week I completely rewrote the section of the engine that handled the tiles and how they worked.  Instead of having the level object handle the functions of every single tile, the tiles themselves have their own classes that extend a base tile class, and I don't have to program all functionality in an over-cluttered ActiveLevel.as file.

So as I said in my first post:
It's like this game I made back in 2003, Outer-Space Game With Tiles That Fall When You Step On Them Too Much, except it won't suck and I actually know how to program correctly.
Well, now I actually know how program correctlier.
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Guillaume
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« Reply #54 on: September 27, 2011, 08:44:23 AM »

Cool deal! Looking forward to more news soon and a demo one day! Wink
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Μarkham
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« Reply #55 on: October 02, 2011, 10:02:34 PM »

pewpewpew


Now for the character's reanimation.
I mean, redo the character's animation.
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Inanimate
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« Reply #56 on: October 02, 2011, 10:05:41 PM »

Now for the characterthread's reanimation.
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Guillaume
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« Reply #57 on: October 03, 2011, 12:35:52 AM »

pewpewpew


Now for the character's reanimation.
I mean, redo the character's animation.
This looks brilliant! Can't wait to try it.
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