Tim-Tim 2 Dev Thread

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Rue
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Post by Rue »

This is a bit of a stretch, but when I was testing, I kept thinking that a Yoshi's island title screen look as a map would look siiick. Since the world is a big line, it could work, too.

You'd just have to do some work translating where the player is in relation to that map.
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Spoonweaver
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Post by Spoonweaver »

I do like the idea of a rounded map.
I'll think about it.
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Post by TMC »

I really like the tiles and mapping in that last mapshot you posted. A background with depth rather than a plain background is so much better.
Having unique tiles and objects scattered throughout a game hugely increases the enjoyment I get from exploring.

I'm pleased to hear James' approval of the jumping mechanics. Honestly I'm not a big fan of platformers with lots of difficult jumps. People put difficult jumps in their platformers just because they can, not because it's necessary part of the genre or core to the actual gameplay. Imagine if I made a JRPG where you had to run past obstacles exactly with pixel-accuracy or else get hooked on them, slowed down, and caught by monsters chasing you which give zero XP.

Umm, anyway, looking forward to it.
Last edited by TMC on Mon Jul 06, 2020 1:34 am, edited 2 times in total.
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Bob the Hamster
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Post by Bob the Hamster »

Yeah, the platforming is so smooth and satisfying.

I played some more, and managed to get the flame scroll. I've been trying to beat the scorpion boss. I have to backtrack all the way to the dwarf village just to refill my health and mana-- that being said, jumping around has never been a source of frustration, it is still fun.
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Spoonweaver
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Post by Spoonweaver »

You went all the way back to the dwarf's camp and not to the human city?
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Spoonweaver
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Post by Spoonweaver »

To address some of the concerns about not having enough resources earlier on in the game I've added a few of the mana crystals to some beginning areas and created a new mushroom. The Heart Mushroom.
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Last edited by Spoonweaver on Mon Jul 06, 2020 3:01 pm, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

Spoonweaver wrote:You went all the way back to the dwarf's camp and not to the human city?
I actually haven't explored anywhere to the right of the entrance to the dungeon where I got the flame scroll... Is the human village going to be like just 2 screens over? It is, isn't it? :D
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Spoonweaver
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Post by Spoonweaver »

yes

uploaded the map I have for dev purposes
potential spoilers!!
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Spoonweaver
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Post by Spoonweaver »

Due to the reports of frustration that the alchemist fire does not melt ice, as well as my own worry about people thinking exactly that, I have changed the Alchemist fire item. It's now a slime potion.
It's functions almost the same, except it lasts a little longer and does not affect the slime monsters in any negative way, unless hit directly with the bottle.
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Spoonweaver
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Post by Spoonweaver »

Really hoping to at least get a completed beta version on the game done by the end of the year.
It's looking like it might be a lot sooner.
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Spoonweaver
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Post by Spoonweaver »

Moving this up to here, as I've been personally using this list to track my progress.

Road to Beta

Programming
Final Battle - 10%
fix bosses - 90%
fill all chests - 95%
cutscenes - 60%

Textboxes
Frog Dialog - 75%
Mushroom Townfolk - 50%
cutscenes/letters - 30%

Bugs
Playtesting bug fixes - 25%
Last edited by Spoonweaver on Tue Sep 01, 2020 11:27 pm, edited 4 times in total.
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Spoonweaver
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Post by Spoonweaver »

Hey look, the giant dino head from tim-tim 2 got into the GDC Virtual Art Exhibit!

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Spoonweaver
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Post by Spoonweaver »

I redid the basic stone tiles in the game.
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Bob the Hamster
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Post by Bob the Hamster »

Those are some pleasant stone tiles :)
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Spoonweaver
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Post by Spoonweaver »

I ended up updating the dirt tiles too
the 2 tiles made 10+ years ago
I think that's going to do it for graphic updating though, at least for now
gotta actually finish this thing.
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