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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2BirdyWorld [FINISHED]
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MagiMaster
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« Reply #160 on: February 14, 2010, 12:42:11 pm »

The empty screens aren't so bad if they're part of what looks generally like a desert (though adding at least a few patches of stone or grass would be better), but if you look at the forest in the north-east, there are places where someone added some really ugly and completely unrelated stuff right in the middle. Unfortunately, that's completely subjective, so I can't really suggest any rules that would prevent it. I agree that a re-void item would be dangerous, but I can't think of a better way to handle it (maybe someone else can).

Edit: Actually, I think I can summarize what bugs me better than that. It's when people make screens that completely ignore the neighboring screens and you get these big strips of water/stone/trees down one edge.

Edit again: I just noticed that when someone makes a whole bunch of rooms in a row that all have completely open sides, it makes a pretty big mess. This might only be true in dungeons though.
« Last Edit: February 14, 2010, 03:49:48 pm by MagiMaster » Logged
TheCube
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« Reply #161 on: February 14, 2010, 06:51:59 pm »

I think that re-voiding a screen could be done by vote, as in maybe just a counter in the bottom portion that shows how many votes for an erasure have already been made, and clicking it adds your vote. If it reaches a certain amount of votes (say, 5) then it gets erased.  If it was your screen originally, then you can vote on it, but you cannot rebuild it yourself. 

I wouldn't make it a tool that you would have to buy (except maybe once, to prove your seniority so to speak), since it's more of a moderation feature than anything.  Perhaps limit the votes on a time basis, as in you can only vote once per 5 minutes or something similar, to limit the effect 5 people might have if they just decided to delete everything. 

Of course this could still be abused, but I don't think people would take advantage of that.  Much. 

On an unrelated note, I finally found a dungeon boss.  That death guy is hard, he's killed me twice now.  Nice.

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MagiMaster
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« Reply #162 on: February 14, 2010, 08:17:33 pm »

Another small bug: If you create a hidden space in water using the hammer, you can teleport onto that space while it's still hidden, but you can't do that with the hidden space created by the chest.

Also, you can place enemies on spikes where they'll just die as soon as you enter the room and you can take their stuff. I don't know if that's exactly a bug though.

Edit: Thinking about it, if you could just vote to delete a room (as opposed to an item that'd cost money) people would just vote for every room they walked through for no particular reason. Even if you could only vote every 5 minutes, people would just vote for whatever room they're in every 5 minutes. Putting a resource cost on the voting (the item I suggested would work the same way, basically) would prevent that, somewhat.

On the other hand, if people could also vote to keep a room (so you needed, say double the good votes, min. 5, to delete a room) then it might work out.
« Last Edit: February 14, 2010, 08:57:25 pm by MagiMaster » Logged
Kitoari
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« Reply #163 on: February 15, 2010, 12:01:29 pm »

Still enjoying my time in the Birdyworld. Once I find the boss of D5 (help?) I'll start writing a World 2 walkthrough. No LoZ-ish game is complete without a walkthrough! Also, took a sneak peak at the item I'll get from D5's boss. Good stuff.

I'm against a re-voiding system. The absolutely bad maps are few and far between, and there's just too much potential for abuse. As for some more meta-tools, how about bridges that let you walk across water like the hammer goes through terrain? Or maybe warp tokens that take you to the nearest Panda Travel or out of a dungeon?

I hate to keep editing this, but you got a mention on Jay is Games!
« Last Edit: February 15, 2010, 12:20:26 pm by Kitoari » Logged
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« Reply #164 on: February 15, 2010, 01:29:39 pm »

You can walk across water with the hammer. How would the bridge be different? Warping to the nearest panda would be nice.

I agree that the potential for abuse with any re-voiding system would be high, but that's why I suggested all the different limitations. (Though the meta-tool/save exploit might need to be fixed first as well.) I think it could be limited heavily enough to prevent most abuse while still being usable enough to get rid of the worst rooms.

Anyway, D5 spoiler.

Edit: Oh yeah, besides re-voiding a room, allowing the original creator of a room to edit it (assuming no new neighboring rooms have been built and the chest hasn't been placed) would be nice. I'm still kicking myself for misaligning the columns in the entrance to D6.

Also, one more bug report. Sometimes the enemies spawn double. For example, in a room with a single 1-point slime, sometimes two slimes will spawn in the same place and move apart. I can't do it repeatably though, so I can't guess why it might be happening.
« Last Edit: February 15, 2010, 01:43:20 pm by MagiMaster » Logged
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« Reply #165 on: February 15, 2010, 02:11:56 pm »

You can walk across water with the hammer.
Oh, I didn't know that. And thanks for the d5 location.
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« Reply #166 on: February 15, 2010, 06:46:30 pm »

Still enjoying my time in the Birdyworld. Once I find the boss of D5 (help?) I'll start writing a World 2 walkthrough. No LoZ-ish game is complete without a walkthrough! Also, took a sneak peak at the item I'll get from D5's boss. Good stuff.

I'm against a re-voiding system. The absolutely bad maps are few and far between, and there's just too much potential for abuse. As for some more meta-tools, how about bridges that let you walk across water like the hammer goes through terrain? Or maybe warp tokens that take you to the nearest Panda Travel or out of a dungeon?

I hate to keep editing this, but you got a mention on Jay is Games!

Heh, I saw that on Jay is Games!  Good times!

An escape item might be good addition.  I'll see what I can do once I get a secondary inventory going (y'know, for potions and such).

...And let me know if you need any rendered maps for the walkthrough, since I've already got the program set up for it.
Or would that take the fun out of making it?

Also, one more bug report. Sometimes the enemies spawn double. For example, in a room with a single 1-point slime, sometimes two slimes will spawn in the same place and move apart. I can't do it repeatably though, so I can't guess why it might be happening.

Oooh, the elusive double enemy bug.  I really hate that one, 'cause I have no idea what's causing it, and why it seems to happen in clusters.
It's kinda the "most wanted" on my list of criminal bugs right now.

EDIT: Also, kudos to everyone who worked on dungeon 5.  That place turned out so magnificently cruel!  I love it!
« Last Edit: February 15, 2010, 07:34:39 pm by Fifth » Logged
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« Reply #167 on: February 16, 2010, 12:03:46 am »

Ah. I just realized how important the corners of a room are to the layout as a whole. Each edge piece affects 2 rooms, but each corner piece affects 4. A room with all open walls would disturb 4 other rooms, but if all the walls and corners were open, it'd be 8. In dungeons it'd be easy enough to make all the new corners into wall tiles, but in the overworld you'd have to at least allow the player to pick which solid tile to put in each corner.

Also, I'm trying to cause the double enemy bug repeatably (but I suspect it could be something to do with network/multiplayer code).
« Last Edit: February 16, 2010, 12:07:49 am by MagiMaster » Logged
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« Reply #168 on: February 16, 2010, 11:29:01 am »

Regarding the double enemy bug, it seems to happen only after I've created a screen or added enemies to it, if that helps at all.  

Also, I've found a screen where the only exit to the screen above was in the upper right corner, but the map marks it as having no exit at the top.  The same with the screen above, the only exit is the lower right corner, but it does not link to the bottom screen on the map.  It's three screens East of the dungeon with the throwing knife in it.

Love this game.  

EDIT: I realized that last line may come across as sarcastic.  Actually, the fact that I have a throwing knife with unlimited ammo makes me inexpressibly happy, so I actually do love this game.  :D
« Last Edit: February 16, 2010, 11:59:28 am by TheCube » Logged
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« Reply #169 on: February 16, 2010, 11:42:11 am »

Corner tiles don't count in the map's checks for connectivity. There's other weirdness you can get with that if you create two diagonally adjacent rooms with different materials in the corners and then join them. (It happened in D5. One had water, one had floor. You could walk into the water room from that floor and there'd be a floor tile there, but if you came in from another direction it'd be water. It made for a weird shortcut.)
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« Reply #170 on: February 16, 2010, 12:00:30 pm »

Ah, weird.  Corners.

That vast desert in the North and Northwest is...vast.  Wowee. 
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« Reply #171 on: February 19, 2010, 09:12:16 am »

Adventure #2 has now been completed! (By me Ninja)
One thing, when i placed the boss he died almost instantly before the starryspacebattlebackground could appear... is that supposed to happen?

Also, awesome game, i have spent many many hours being creative with the mapmaking. Smiley
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« Reply #172 on: February 19, 2010, 12:57:11 pm »

Awesome, and congrats!
The boss isn't supposed to just die like that, but it does so for whomever places it.  It's a known bug, and just means that the first person through goes on without a fight.

Well, I'm in kind of a weird state: I could keep trying to finish up BirdyWorld as it is here, adding the final bits and fixing up the stray bugs, or I can try to do more of an overhaul, reworking the game from its more basic elements into something more complete.  Which would mean that I'd be treating this version as more of a prototype.

I'm not really sure how I want to go on from here, but I'm afraid I haven't got a new update for world 3.

Anyway, I'll still open up world 3 in just a bit; I'll keep the game going as long as anybody wants to keep playing it.


...And since world 2 is closed, here's the overworld map in full:
http://img714.imageshack.us/img714/106/birdyworld2.gif

918 screens this time.
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MagiMaster
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« Reply #173 on: February 19, 2010, 06:15:06 pm »

I'll vote for a more complete reworking of the game. While it'd be nice to see the remaining bugs fixed and the final touches added, I think there's a lot of potential here that would be more easily exploited with a more major overhaul. (Just my two cents though.)

(Well, as long as you continue to open new worlds as the previous ones are beaten. It's still a lot of fun as is. Smiley)

Edit: Well, if you decide to go with finishing this version, I've got another bug report. The hammer doesn't work on the tiles one space in from the edge. (Sorry about the impassable room just to the right in D1.)

Edit again: Actually, it worked fine when I came in from a different direction.
« Last Edit: February 19, 2010, 06:31:37 pm by MagiMaster » Logged
Kitoari
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« Reply #174 on: February 20, 2010, 08:26:59 am »

Cheers for world two! Have you set up a tool shop in World 3?
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« Reply #175 on: February 20, 2010, 02:37:07 pm »

For reasons unknown, Kaspersky Anti-virus is convinced that BirdyWorld is malicious, claiming that is has "hoax.win32.badjoke.formatter.r"


is this normal, or did your download get compromised?
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« Reply #176 on: July 02, 2010, 08:23:58 am »

 Huh? I have explored the area and found what looks like a potion shop but they said they arnt open.WTF  then a shop with a ! mark on the sign outside, no clue can anyone help im confused and where can i find weapons. The maps confusing too when i talk to the bird and he says he marks the dungeon on the map i cant find it and why cant i open the map on my own or move it for that matter
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« Reply #177 on: July 02, 2010, 11:13:58 am »

Hi!

Sorry about the shops; I never got around to implementing several of them, including the potion shop and the casino there.  So... they'll never be open.

The map that the bird shows you is a sort of detailed overview of the surrounding area.  You can't take it with you, but you DO have your own automap.  If you didn't change the keys, then it'll be the tab button, and you'll be able to scroll around it until you can find the dungeon entrance (which will be a down arrow).

The only way to get new gear (weapons, shields, items, etc.) is by beating the dungeon bosses.  This can be tricky, though.
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« Reply #178 on: July 02, 2010, 11:22:10 am »

Ok thanks but one last thing when i go around the world there are signs for shops in odd places like in a wall or in a lake is it just misplacement i saw a cook shop sign in a lake and whats even weirded is on some screens the strife is way higher then the actualt limit like one screen said 56/20
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« Reply #179 on: July 02, 2010, 11:26:25 am »

Heh, the strange shop signs are due to some sort of bug, but I actually have no idea how it's happening.  I think it has to do with a screen accidentally being remade?
There were some bugs regarding strife levels, too, so that kinda thing happens sometimes.  However, if you're in world 1, then you're gonna see a lot of weird strife numbers, as I changed the strife calculations a bit between worlds 1 and 2.
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