Page 34 of 101
Posted: Sat Jul 03, 2010 3:28 am
by Spoonweaver
Below: a screenshot from tigsource
I agree Bluetrain, I agree.
Posted: Tue Jul 06, 2010 3:30 pm
by Mogri
Blue Train wrote:Wait... arnt those characters from the Tigsource assebly thing they had a few months ago?
Wow, good eye.
Posted: Wed Jul 07, 2010 4:35 pm
by Mogri
Posting pig in this thread because people are using the other one to quibble
Posted: Wed Jul 07, 2010 8:32 pm
by G-Wreck
Aww, come on, we weren't quibbling. We were just having a healthy debate

Posted: Wed Jul 07, 2010 8:43 pm
by Spoonweaver
After seeing Mogri's graphics I started thinking how the ohr could be used to make a non 20x20 tile based game. Instead it could be 8x8 like the graphics for that tigsource contest. I plan to make a tiny game based on these graphics ( no pun intended ). It will most likely be roguelike.
Posted: Wed Jul 07, 2010 8:51 pm
by G-Wreck
That sounds pretty cool. I really wanted to try making slightly taller walkabouts, but the plotscripting required to do either of those scares me. I'm in over my head as it is.
Posted: Wed Jul 07, 2010 9:22 pm
by Mogri
Spoonweaver wrote:After seeing Mogri's graphics I started thinking how the ohr could be used to make a non 20x20 tile based game. Instead it could be 8x8 like the graphics for that tigsource contest. I plan to make a tiny game based on these graphics ( no pun intended ). It will most likely be roguelike.
You may have already figured this out, but the dungeon game is not the pig game, and it is not OHR. (It's not Game Maker, either, if you're wondering, nor Python. If you are thinking of something, it's probably not that, either.)
You'll have to use a lot of slices to make a game with 8x8 sprites. Gohrillas used 4x4 tiles for the terrain, which would be four times as many slices, except that only half the screen was usually filled and it didn't stack slices. It was a lot of slices.
Posted: Thu Jul 08, 2010 12:01 am
by Spoonweaver
Mogri wrote:
You'll have to use a lot of slices to make a game with 8x8 sprites. Gohrillas used 4x4 tiles for the terrain, which would be four times as many slices, except that only half the screen was usually filled and it didn't stack slices. It was a lot of slices.
I plan to take massive shortcuts, in fact I'm nearing completion already.
I should have waited for a 48hr contest or something.
Posted: Thu Jul 08, 2010 12:28 am
by Mogri
Spoonweaver wrote:I plan to take massive shortcuts, in fact I'm nearing completion already.
I should have waited for a 48hr contest or something.
You could, I don't know, polish the game or something? Give it a little more content? I can't fathom how you'd be nearing completion after four hours of work without it being a really tiny game.
Or maybe you've been secretly working on this for days.
Posted: Thu Jul 08, 2010 12:52 am
by Spoonweaver
Mogri wrote:You could, I don't know, polish the game or something? Give it a little more content? I can't fathom how you'd be nearing completion after four hours of work without it being a really tiny game.
I'm exaggerating a wee bit. I'm just surprise at how quickly this thing has come together thus far.

I do plan for this to be a short game. I'm basically just trying my hand at some roguelike scripting. I have 2 other big OHR projects right now after all.
But, seeing how much I love this game so far, It'll definitely end up getting a lot more polish then I originally intended to give it.
Mogri wrote:Or maybe you've been secretly working on this for days.
No, I really did just start it today.
Posted: Fri Jul 09, 2010 2:19 am
by Baconlabs
Spoonweaver wrote:
So, wait, is that Tim-Tim the Tim-Tim? I'm so used to it being a sidescroller, I [s]wonder what the gameplay'll be like[/s] did not pay attention to the word "roguelike."
Posted: Fri Jul 09, 2010 2:43 am
by G-Wreck
Spoonweaver wrote:
No, I really did just start it today.
Your name is now Scriptweaver.
Posted: Fri Jul 09, 2010 4:17 am
by Spoonweaver
Baconlabs wrote:
So, wait, is that Tim-Tim the Tim-Tim? I'm so used to it being a sidescroller, I [s]wonder what the gameplay'll be like[/s] did not pay attention to the word "roguelike."
Yes it's Tim-Tim. And it'll be zelda-ish game play in rogue-like dungeons.
Your name is now Scriptweaver.
Thanks? I can never get enough praise.
EDIT/UPDATE:
So, due to the advise of others and my own growing love for this game, I'm going to expand on
Dungeon of Slimes. (Not sure if that name will stick). I've wanted to feature my character Tim-Tim in other games and Tim-Tim 2 is being put on hold until such a time as I have access to more then 100 npc id's. This game is really shaping up to be a great game in my eyes and I hope it can more then make up for the massive delay that Tim-Tim 2's development will experience. ( I might end up renaming Tim-Tim 2 since this game is now technically Tim-Tim's second game. So, expect many different enemies, items and shops to buy them in, new spells, and even progressively different dungeon designs.
Posted: Sat Jul 10, 2010 6:50 pm
by Spoonweaver
PICTURE HYPE!!

Posted: Thu Aug 12, 2010 4:56 am
by Feenicks

Figured that this place would be the best place for this. In any case this took most of today to make, and hopefully it shows through. I might add a bit more onto this (like make the walls a little bit more interesting), but for now I consider it more-or-less done.
Shame that there's not much a project
per say behind this, but eh.