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Metal King Slime
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 PostMon Mar 20, 2017 10:36 am
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Willy Elektrix wrote:
I've tested the 1/2 tile movement exhaustively. It really is the best solution that I could figure out. Also, the levels are designed so that all the necessary gaps are 2 tiles wide. You will never need to use any gap that is only 1 tile.


That's nice to hear. I often tried to squeeze through a one-tile gap because I didn't react fast enough to go the other way (which itself meant I didn't memorise well enough).
Liquid Metal Slime
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 PostMon Mar 20, 2017 8:10 pm
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I had my friend try out Ultra Frontier. He got tilted pretty fast and couldn't beat the first level. I can't tell if that means the game is too hard or if it's just hard enough.
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Metal Slime
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 PostMon Mar 20, 2017 9:27 pm
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I took the weekend off to actually relax for the first time in months, so didn't get much done. Definitely not getting the game done by the end of this month, which IMO is fine. I'm glad I got this much done in just over 4 months in any case.

Could my game get a placeholder menu entry for the release that has some sort of glitch or error when selecting it? That way it can be patched in later next month, but seem like something that fits the "some old prototype cartridge found in a shoebox somewhere" feel in the meantime.
Liquid Metal Slime
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 PostTue Mar 21, 2017 2:30 am
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I'm waiting to get Giz's files and notes. He is supposed to send them tomorrow. Then I'll get to work on that menu. I hope I can make sense of it...

Currently, we have these completed games: Dr. Moonlight (Morpheus Kitami), Owlbears (Newbie Newtype), Ultra Frontier (me), Xoo: Xeno Xafari (me).

In progress is Star Dartle 2000, Trytuges, Craptactics, and Zelda Clone.

Foxley has let me know his progress already. How are the rest of you doing? I would really like at least one more game for the compilation (5 total). PLEASE!

kylekrack wrote:
I had my friend try out Ultra Frontier. He got tilted pretty fast and couldn't beat the first level. I can't tell if that means the game is too hard or if it's just hard enough.


I'm not sure. If it means anything, I can beat the came with an 18,000 score. I think I might ask some people on the shmups.com forum to give it a try. That's a site for 2D scrolling shooters (Gradius etc.). They will probably think it's too easy.

Foxley wrote:
Could my game get a placeholder menu entry for the release that has some sort of glitch or error when selecting it? That way it can be patched in later next month, but seem like something that fits the "some old prototype cartridge found in a shoebox somewhere" feel in the meantime.


I'm okay with something like that.
Metal King Slime
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 PostTue Mar 21, 2017 2:56 am
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Yeah, I'm working on commenting the code now (I hope *I* can make sense of it...) and should have it sent over tomorrow. If I don't get it commented, I'll still be available to answer questions and generally get the thing pointed the right direction. I'm god-awful sorry that I'm not pulling the weight I promised to pull on this because it's such an exciting idea.
Liquid Metal Slime
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 PostTue Mar 21, 2017 3:22 am
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I don't have anything I need to do tomorrow, so unless they call me into work I can dummy out the geography and doormaps of the game's two dungeons, put in the random encounters, and add the boss NPCs. Then I can share it for scrutiny and work on adding minibosses, flavor encounters, and balance afterward.
Remeber: God made you special and he loves you very much. Bye!
Slime Knight
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 PostTue Mar 21, 2017 4:49 am
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Star Dartle hasn't had much progress in terms of content, but both bugs I mentioned have been fixed. Shouldn't take more than a few days. What has been a problem is music, largely that I suck at making 8-bit music, and I've been focusing too much on that. I dunno if there's going to be much more of it than there already is. If anybody's got any spare tracks lying around it'd be appreciated. On the hopefully final update to Happyworld, I think I fixed most of the issues, I just need to do a little balancing and text stuff before uploading it.

Also, did I miss Owlbears? I don't recall seeing that name before...
Reigning Smash Champion
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 PostTue Mar 21, 2017 6:07 am
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Quote:
Also, did I miss Owlbears? I don't recall seeing that name before...

<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Liquid Metal Slime
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 PostTue Mar 21, 2017 6:19 am
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MorpheusKitami wrote:
Also, did I miss Owlbears? I don't recall seeing that name before...


It was a monster in Spellshard, AKA the best 8-bit OHR game to date.

Oh, and also D&D but that's less important.
Remeber: God made you special and he loves you very much. Bye!
Metal King Slime
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 PostTue Mar 21, 2017 10:23 am
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Wait, it's finished? I guess it's being kept a surprise for the grand reveal.
Liquid Metal Slime
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 PostTue Mar 21, 2017 6:37 pm
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I haven't done anything on my entry for like a week and a half because of finals, but do not fear, this last week of the month is my spring break. I'll be dedicating the whole thing to finishing. My to-do list is currently some menu stuff (because the default menus don't work when your first hero slot is occupied by the cursor), making the AI not bumbling idiots, and then just making text boxes, cutscene scripts, etc., which goes by pretty fast.

I am pretty confident I'll have Craptactics, or whatever it's name's gonna be, done by the end of the month.
My pronouns are they/them
Ps. I love my wife
Liquid Metal Slime
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 PostTue Mar 21, 2017 7:26 pm
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It's hard for me to believe I've worked at this thing for this long without defining the Blizzard spell - and I still haven't imported the attack graphics for the healing spells.

I don't know what it is but I'm seriously not having fun with this game now.
Remeber: God made you special and he loves you very much. Bye!
Metal Slime
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 PostTue Mar 21, 2017 7:55 pm
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One concern I have for the release as a whole is people making a 1-2 MB .rpg file like 20+ MB from importing really long tracks in full quality instead of quality 1 or 2. Multiply that by however many games are being released and you're looking at one massive release for what are being passed off as NES games, 100-200 MB or so. Yikes.

I'd like to implore everyone to import audio at a sane quality rate, 1 or 2, and abstain from 3 minute long tracks that only realistically see a minute or less of play time. Chopping it short and still making it loop correctly is pretty easy to do in Audacity.
Liquid Metal Slime
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 PostTue Mar 21, 2017 9:15 pm
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Foxley wrote:
I'd like to implore everyone to import audio at a sane quality rate, 1 or 2, and abstain from 3 minute long tracks that only realistically see a minute or less of play time. Chopping it short and still making it loop correctly is pretty easy to do in Audacity.


I'll keep that in mind! Currently the plans for Craptactics sound design is rather experimental. It's silence! I don't have time for sound design! I'm a busy gal! Who needs sound?!
My pronouns are they/them
Ps. I love my wife
Liquid Metal Slime
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 PostWed Mar 22, 2017 3:10 am
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ultra0002.png
I'm in the process of changing Ultra Frontier's graphics. They look nicer, but they are a little distracting. In any case, here's the first level of the new look.

Foxley wrote:
One concern I have for the release as a whole is people making a 1-2 MB .rpg file like 20+ MB from importing really long tracks in full quality instead of quality 1 or 2. Multiply that by however many games are being released and you're looking at one massive release for what are being passed off as NES games, 100-200 MB or so. Yikes.


You are correct, there is no reason to import the music at insane high quality.

However, no one will even notice the game's size. Don't get too hung up on realism. If the game "feels right", no one will question it.

kylekrack wrote:
I'll keep that in mind! Currently the plans for Craptactics sound design is rather experimental. It's silence! I don't have time for sound design! I'm a busy gal! Who needs sound?!


Does anyone else have time to help? If not, I might be able to whip up some sounds for you.
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