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TIGSource ForumsFeedbackDevLogsMoldering
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Author Topic: Moldering  (Read 9584 times)
BrixxieBee
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« on: July 24, 2009, 07:39:55 pm »

November 29, 2011
-------------------------------------------------------------------
-added MountableBalloon and balloon classes with simple behaviors


November 28, 2011
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-made bees rotatable
-made abilites work from map to map
-fixed glitch with doors not changing map x location
-fixed glitch where new dark surface wasn't being created with new map size
-made rocks stay when moving through doors
-fixed glitch where player could send bees in air and still perform animation
-fixed glitch where if player was in water swarm would keep being disabled and creating snapplayer camera


November 26, 2011
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-created bee swarm and perfected motion.
-bees can be sent and disperse when cancelled or on collision
-made camera follow bees
-bees can't be summoned in water
-made bees appear and disappear with fade out
-made camera retract to player with new camera class
-made player default camera at game startup


November 25, 2011
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-created swarm motion


November 24, 2011
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-created square ticker class
-created fadein/out for door changes
-made it so you can toggle object visibility in level editor and subsequently in game.
-created simple rotate screen class


November 23, 2011
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-created grapple vine
-created ceiling grapple
-created floor grapple
-created vine head
-made vine draw dark
-make vine cursor snap to grapples


November 22, 2011
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-fireballs now rotate with any box2d object it's attached to


November 21, 2011
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-player now jumps out of water if swimming towards top with jump
-made it so objects draw dark now into the lighting
-fixed interpolation on circle objects so their dark image corresponds correctly to their non-dark image
-made it so game will skip frames if taking too long to update. won't consider time taken to load game or change map
-rain now looks great in dark lighting
-lightning now works with darkness
-created special lightning for darkness and rain on a map
-fireballs now rotate with boulders and move with boxes







Gameplay video with new graphics:


« Last Edit: November 29, 2011, 04:15:59 pm by James Daniello » Logged

Craig Stern
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« Reply #1 on: July 25, 2009, 06:24:38 am »

I like the pixel art! Looks cool. Is there a demo?
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BrixxieBee
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« Reply #2 on: July 25, 2009, 11:02:33 am »

Hey, No public demo yet. We have an inside, team-only, early alpha demo but we want to get more done before we release a playable public demo. The game is really solid at this point, but not enough of the individual objects are coded yet to give a really impressive experience. We will be releasing a demo well before the game's release, but it might be for a limited number of people, so keep an eye out!
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AuthenticKaizen
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« Reply #3 on: July 25, 2009, 12:41:57 pm »

looks definetely interesting.
im looking forward to the demo. Smiley
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« Reply #4 on: July 25, 2009, 02:08:19 pm »

Colour me exciterated.
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Eclipse
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« Reply #5 on: July 25, 2009, 02:13:07 pm »

wow, i love the backgrounds and the little character... not much the trees on the first screen and the mushrooms, they looks... old, i mean, like early '90 pc shareware graphics.
They're not bad but just.. less good, expecially the mushrooms, they even have a strange outline the other graphics doesn't use
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« Reply #6 on: July 26, 2009, 05:29:48 am »

Looking forward to seeing this in action, love the pixel art and can already hear the ambient music.
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« Reply #7 on: July 26, 2009, 06:06:14 pm »

Wow, I like this, Ill be watching your progress! Well, hello there!
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« Reply #8 on: July 26, 2009, 06:08:47 pm »

Looking pretty good. I agree with Eclipse though on the graphics.

Will physics play a role in the gameplay or is it just for visual effects?
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BrixxieBee
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« Reply #9 on: July 27, 2009, 09:01:53 am »

Thanks, everyone. It's good to get some feedback and encouraging to hear people are interested. Specifically, Eclipse, thanks for the criticism. We're going to take what you said into consideration and rework those mushrooms and trees.

We're using the physics to enhance the gameplay. We'll use it for puzzle solving and action scenes, and there may even be ways to kill enemies with the physics.

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« Reply #10 on: July 27, 2009, 10:23:37 am »

Are the meteors gonna be part of the gameplay challenge? I like the meteor aspect, anyway. And the cloud graphics seem tasteful and uniform in a very positive sense, and actually, the trees too Grin
Good luck with this thing.

wow, i love the backgrounds and the little character... not much the trees on the first screen and the mushrooms, they looks... old, i mean, like early '90 pc shareware graphics.
They're not bad but just.. less good, expecially the mushrooms, they even have a strange outline the other graphics doesn't use
We're going to take what you said into consideration and rework those mushrooms and trees.

What-wait... That's perfectionist-thinking from my viewpoint. Probably, there are more important things to fine-tune, but that's just my opinion - and I also think the trees and mushrooms look gorgeous as they are.
« Last Edit: July 27, 2009, 10:26:42 am by DimJimma » Logged

BrixxieBee
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« Reply #11 on: July 28, 2009, 09:44:01 pm »

Thanks for the kind words! I can be a perfectionist at times, so it's good some of our team members aren't so critical. I like the trees and mushrooms but they don't fit 100%... and while gameplay is the most important thing, consistency is important too.

I'd like to get some feedback on game-play though. It's exploration based, as I've pointed out, so there's a lot of world to discover, some problems that need to be solved the first time around, and moderately difficult puzzles and challenges. We've got a lot of the game worked out, but I'd like some fresh feedback on what the community wants to see in a game like this.
« Last Edit: July 29, 2009, 11:34:12 am by notthecommondose » Logged

BrixxieBee
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« Reply #12 on: July 29, 2009, 07:53:06 pm »

Are the meteors gonna be part of the gameplay challenge?
Finding the meteors will grant the player new abilities as well as immunities to the mold that came from that certain meteor. The different molds have different attributes that kill or affect you in a negative way.
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BrixxieBee
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« Reply #13 on: August 05, 2009, 07:38:18 pm »

Anything you guys would like to see in Moldering?
« Last Edit: March 23, 2010, 03:24:00 pm by MolderingDevTeam_James » Logged

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« Reply #14 on: August 06, 2009, 10:27:34 am »

Lots of secrets and unlockables!!! I love stuff like that. Replayability is always good.
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« Reply #15 on: August 07, 2009, 06:28:36 am »

This game is giving me a massive erection.

IF YOU KNOW WHAT I MEAN  Hand Thumbs Up Left

edit: On a serious note, if you're gonna release a demo release it for everyone. There's no reason for hogging the awesome.
« Last Edit: August 07, 2009, 06:31:49 am by Massena » Logged

Zaphos
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« Reply #16 on: August 07, 2009, 10:46:24 am »

edit: On a serious note, if you're gonna release a demo release it for everyone. There's no reason for hogging the awesome.
No, there are plenty of reasons, ranging from PR to ensuring you can find 'fresh' testers (who haven't seen previous versions) throughout development.
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« Reply #17 on: August 07, 2009, 11:33:10 am »

Oh, hey.
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Dim_Yimma_H
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« Reply #18 on: August 10, 2009, 01:10:53 pm »

The planet is hit with meteors that crash the player (who was having a lovely balloon ride) into an exotic part of the world.
Anything you guys would like to see in Moldering?

Actually, your description gave me this thought about those meteors: Some kind of meteor avoidance, avoiding them as they slam down on the ground. Especially an exploration-based game could get some extra challenge from that - I've gained a liking for pressure in these kind of games - Not sure what's wrong with me =)
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BrixxieBee
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« Reply #19 on: March 21, 2010, 11:20:45 am »

Haven't posted in a while, but here's some updates!

I got a break from school so I worked a bit on the game. Progress is slow sometimes since I'm the only one working on it at the moment, but the game will definitely be finished... eventually.

Here's a few animated gifs I put up on the web. The speed seems to play fine in Firefox, but at least Chrome and IE seem to want to slow them down.



I finally got the swimming figured out. For some reason game developers in general appear to think swimming levels should be the most frustrating (Mario?). Tongue I disagree.



Originally the first jump was going to be the "regular" jump, and the second was going to be a spin jump, but I like it better this way. You don't see it often and I think it works for Moldering. [I'm also going to add some kind of pulse in the air at his feet when he double jumps]



And this too, although I'm not going to go into too much detail about what it is or what purpose it plays. Smiley

James
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