Soooo this one's gonna be a long one, first of all I'm going to respond to Ninja Crows text block
Here's a system that may be helpful: if you have a nice long "to do list", mark each entry as either red, yellow or green. [...]
Good idea, did it in a similar way now:
CURRENT:
- canons that shoot you around
IMPORTANT(!!!):
- maps
- enemies:
- crabs
- octopus
- starfish
- savepoints
- pause-menu showing items
LATER(!):
- ducking animation
- some explosion and dust animations to round things up
-when touching ground after jumping
-when unsolid blocks reappear
-when shooting shootable blocks or some enemies
- add at least two background layers showing stuff
- switches
- tiles that only appear/disappear once a variable is set
- game variables for events
- show numbers when collecting enemy money, accumulate numbers always
- damage on enemies shown in numbers
- half/quarter hearts
- opening screen / menu
FUTURE:
- lorry drive
BUGS:
- selection choices may get too big for the screen (problem)
- looking up / down doesn't work when screen is actually lower / higher than allowed
------------------------------------------------------------
DONE:
- done up to 26.05.2010:
- editor with basic functionality
- basic playability
- collision detection
- jumping, shooting, climbing
- two enemies
- sounds
- animations
- menues, dialogues, events
- music (27.05.2010)
- map properties (27.05.2010)
- dark maps (27.05.2010)
- some new event commands (27.05.2010)
- BUG: song playback bugs (28.05.2010)
- BUG: reset map properties when starting a new map in the editor (28.05.2010)
- BUG: camera scrolling errors (28.05.2010)
- integrate events into the editor (28.05.2010)
- treasure chests and three items(30.05.2010)
- money (30.05.2010)
- prison cell (30.05.2010)
- started with map outskirts (30.05.2010)
- spikes (02.06.2010)
- guards (02.06.2010)
- coins (02.06.2010)
- started with platforms (02.06.2010)
- BUG: overObject recognition works bad (07.06.2010)
- BUG: platform collision detection works bad
- BUG: moving platforms don't move the player with them
- ducking and looking up (08.06.2010)
- camera moves in direction the player looks
- tweaked the guard animation
- added screenshaking (specifically for the spikeball) (09.06.2010)
- changed the spikeballs movement
- BUG: looking up while walking looks strange (10.06.2010)
- blocks that disappear when you stand on them
- shootable blocks (11.06.2010)
- sound when shooting blocks
I should be willing to do the work of an edit to show what I meant - if that's okay with you and setz.
Of course, Setz and EvilEye just posted some edits I quite like, but why not give it a shot too!
I like your new trident guy. Might I suggest "Ink Guard" as a possible name?
Nice one, taken! Also gives me an idea for the first boss,
How about a left field suggestion from the world of ROM hacking? [...]
Ugh that sounds complicated... isn't there a simple tool for this kind of stuff?
It might also be useful to keep in mind that most games of, say, the NES or SNES era used a different palette for each world or level, so it may not be necessary to create a giant meta-palette, but rather a collection of smaller palettes that are complimentary to themselves.
I found some pallettes I will add to mine, but I will start using them very slightly and maybe use a completely different one for the overworld (yes, I planned an overworld
)
[...]
So I heartily encourage you to try out all your ideas with different colours for different layers, and play with the player's expectations of mass (e.g. if the level seems to have a distant horizon, a sudden, nearby, hulking shipwreck can create a surprising dissonance that most people interpret as a pleasant thrill).
Started on a two color background, will post results as soon as it doesn't suck anymore. Good idea with the shipwreck!
I don't know the pixel dimensions of your font, but is it possible to bulk up the lines a bit, perhaps with a text effect like a drop shadow or coloured border?
The game can be run in 320x240 * n where n = 1,2,3,... as long as your desktop resolution is capable of it. I might add a slight shadow below the text as an option but I don't know if this will make it more readable. I think the stark black-white contrast and the outlines of the fonts make it pretty readable in 1x already.
[...] Playing games like this helped to convince me that menus (which text boxes are a subset of, I'd argue) should always float like a popup, so that the illusion is maintained that the player still knows what is "under" them (they become less "intrusive" that way).
I might reduce the width of the box and move it up a little, but I will keep the three lines for now. A pop-up effect might be nice too.
But that's one of the things I want to test on a map that is fun to play for me and some testers...
Great idea! I volunteer, selfishly, to be one of those testers!
Great, I hope you can expect something soon. If you're interested you could also participate in designing some areas, the editor is documented and pretty usable (aside from defining properties of objects, which I did in a generalized way of passing 3 float parameters and 2 string parameters where you have to read in a text file what effects what for which object, but that might change as soon as I've finished the full range of objects.
That sounds like an excellent idea, and watching the numbers build up in chains sounds like great fun. Please make the lag time before the chain is broken be somewhat forgiving so that this enjoyment can be experienced to the full, since it sounds like it could be a major source of fun in your game design!
That's about what I had in mind. Building up a chain won't affect the amount of pearls you get though ... or? maybe it does... don't know
I'm going to do this, plus I wanted to add a little screen shaking when they stomp near you.
Cool, though I would think to use shaking sparingly, as the type of thing saved for boss battles, etc.
Well it's not much for the spikeball but it adds to their feel of heaviness. Super Mario World did this too for the stomping things I think. Bosses will make the screen shake so much your monitor will break!
Might I also suggest a subtype of your spike ball that is on a chain, such as this one in Sonic & Knuckles?
This was my initial plan for those (setz's screenshot suggested that too). I had some problems implementing it in the editor so that you can really see where it will go and it required a lot of trial and error, but I will change that so I can add some nice chain-balls!
Thanks for the suggestions and keep them coming! As you can see on the Todo-list there's a lot happening right now, but university exams as well as some seminars start soon so expect a slowdown in development
I agree with helm on the face, it's pretty 1 dimensional.
Here's my edit:
Awesome... it always baffles me how much you guys can get out of so few space and colors!
By the way, nice work on the dithering ( setz and you I guess ). It's not often that I see a good blend of colors via dithering
Credit goes to Setz only for this
So much fun I decided to chime in on the portrait edits, That was the last thing done and I suppose it shows.
An edit of my own
I like the first and second in the first row the most. She's not exactly beautiful but still cute and fits what I understand "kawaii" means somehow perfectly
I think I'm going to use these portraits in the game if that's okay. And the top rightmost one of course after you defeat the final boss.
Since I have not much pixelation wise to post at least I wanted to show the new shootable and unstable blocks (the latter ones disappear while you stand on them). The other things are cannon-like things that shoot you around after you jump inside. The last one is a first version of the aforementioned starfish: