1 Bar Design - Updates and Discussion - NEW SITE + PW
Author |
Message |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Hardware troubles of any kind suck :/ Hope it gets sorted out soon.
|
Sun Nov 28, 2010 4:50 am |
|
 |
YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Boy, oh boy, I have hardware troubles, too! Had to call it quits cuz my compy's on the fritz
|
Sun Nov 28, 2010 10:54 pm |
|
 |
zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Haven't seen much activity here so how is 1 Bar Design Geti? Find any cool new sources of insparation for another one of your interesting games? Or are you just taking a well deserved break after cranking out 2 nice games???
|
Wed Dec 01, 2010 10:49 pm |
|
 |
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
When he said he had finals, he really meant it.
|
Wed Dec 01, 2010 11:07 pm |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Finals are done now (YES!) which means I've been wasted for the last week and not home. I've started on a new game in the hope of selling it to a portal, meaning it's not going to have incredibly deep gameplay (or more, doesn't have incredibly deep gameplay, as the core mechanics are about 60% finished) and is going to have a fair bit of graphical polish. Yes, this is the "MineField" that that poster was about. It's a two-button game somewhat inspired by canabalt and various avoider games.  There will be no testing builds until it's up for auction, but there may be a few screenshots. This one is of an older build, but there's no way I'm getting a new screenshot at the moment. He's at an intermediate frame of his animation for those wondering why he seems to have tiny arms. I've got to rework the graphics a lot over the next while, but I'm going to get absolutely everything functional first before polishing everything. WORKING:-Character actions:
Jump Sprint Climb Wall Die (still needs context sensitive stuff, like gibs or a corpse) -Land Mine -Paper Collectible -Level Loading -Stage Transition and Restarting -Start Menu In-Game Draft (some polishing todo) TODO:-Character context sensitive death -Fall damage -Many more types of mines -Level production -HUD -More plinky-plonk type items -Unlockables -A lot of spriting
Make the assets compatible with a light background Character death stuff More tiles HUD items Backgrounds Decorations
Houses Vegetation Rocks Machinery -A graphical manual -Sell game I'm not sure whether to have "boss" mines in the final stage of each mode or not. The player cannot attack, which means it would just be a more dynamic situation.. Maybe only in hard mode :/
|
Thu Dec 02, 2010 2:22 am |
|
 |
Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
A large floating air mine, and you need to use a Bounce mine, then an aerial attack?
|
Thu Dec 02, 2010 2:50 am |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Geti wrote: The player cannot attack ? Working on getting a functional HUD Today.
|
Thu Dec 02, 2010 5:48 am |
|
 |
Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
|
Thu Dec 02, 2010 9:23 am |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yes. I got approval from Arne to work on it so now it's legal at least, but I'm still pondering the best way to do it, and I've got a lot more on my plate.
|
Thu Dec 02, 2010 10:06 am |
|
 |
Wonkyth
Joined: Thu Aug 12, 2010 11:01 am Posts: 142 Location: Somewhere in Australia
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Wow, you're actually making Prom's Exile?! Awesome! Even since I first heard of Arne and went to his site, that game has been the awesomest looking one on his list. Geti, you are now one of my heroes! Also: My power supply problem still isn't fixed, as it's less of my computers power supply and more of my entire power supply: I was speaking literally when I said generator. Still, I've been working on a level editor. Was planning on having one done by now, even with my power problems, but a fatal design flaw means I'm having to re-think my approach. Damn, I'm too technically minded for this, I probably should just get a working model and work from there...
|
Thu Dec 02, 2010 11:03 am |
|
 |
Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Ah, I meant more like a double jump or something into the balloon holding the mine up... Probably wouldn't work well, though.
|
Thu Dec 02, 2010 2:15 pm |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Barnox wrote: Ah, I meant more like a double jump or something into the balloon holding the mine up... That could work, but I'll play it by ear. I might make it a race: Beat the mine boss to your home or he asplodes it and you are homeless forever (  ). I might not. We'll see, it's just quite hard to have a boss in a game with no combat, so I might just make the levels devlish. Wonkyth wrote: Wow, you're actually making Prom's Exile?! Awesome! Even since I first heard of Arne and went to his site, that game has been the awesomest looking one on his list. Geti, you are now one of my heroes! I'm going to make Arne's Exile at some point, or at least have a good crack at it, I just have a lot of side projects going so work on it has halted. I'll probably get back to it at some point next year  I'm just happy he gave me permission to go for it. Good luck with the bitmaptolevel generator.
|
Thu Dec 02, 2010 11:38 pm |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Got looped sounds working correctly in flixel using .mp3s. The guys that thought up the padding section of that codec are ♥♥♥holes, and the people at Adobe who still haven't got around to native .ogg support are too, but the tools can be fashioned, and with some fiddling and prior knowledge of the audio to be played (namely the amount of samples) I can now loop my music endlessly! AHAHHAHAHAHHA! more here: link. It's got some minefield stuff for those interested, but not screenshots.
|
Fri Dec 03, 2010 12:38 pm |
|
 |
Wonkyth
Joined: Thu Aug 12, 2010 11:01 am Posts: 142 Location: Somewhere in Australia
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Geti wrote: I just have a lot of side projects going so work on it has halted. Believe me, I know the feeling! I currently have well over 10 projects that I've put enough work into to bother finishing... Wether I ever actually complete one is yet to be seen, but I'm still on a bit of a learning curve. Since I've been away from home for a few days, it's been hard to do any actual coding for the editor, but I've worked out most of the issues I was having previously. I was thinking of making it easily extensible(for future development of the game) simply by changing a few bits of text in a settings file, which would hopefully mean that I can leave the project to its own devices once it's complete without having to worry about releasing the embarrasingly messy source...
|
Sat Dec 04, 2010 3:15 pm |
|
 |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yeah, for the record I'm incredibly unlikely to go above 256 tiles (because managing tiles in a strip that long would become nightmarish) so if you want to read an indexed png by the indexes that could be a good way to go about it.
I'm assuming you're only doing tiles for now, or are you putting in entities and decor too?
EDIT: forgot the reason I came to post. Got some more sounds happening and falling-related animations (including rolling and death), I might get all the death related goodies (various corpses, gibs, blood, blood, more blood) and a "READYYYYYYYYYYYY.... GO!" at the start of each attempt with the number of deaths under it going today, but I've got paintball now so it won't happen until tonight.
|
Sat Dec 04, 2010 9:38 pm |
|
 |
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|