Slimes Is Complete!
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- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
Slimes Is Complete!
I'm releasing Slimes!
-If you happened to find a bug, of any sort, please write about it here. I want slimes to be the best game it can be and will continue to update it until it's as near to perfect as possible.
- The level creator is in the game. However, you have to beat all 50 levels to unlock it.
- Be careful saving your game, I've included several fail safe scripts so games won't become erased, but "X"ing out at random might result in minor data corruption. ( nothing to worry about really, this has never resulted in the loss of game data )
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I've decided to transfer my development updates for slimes from the journal on Castle Paradox, , to here.
For those of you that don't know, Slimes is a Lemmings style game. Meaning, with your mouse, you use various tools to stop the slimes from marching to their death and to instead have them march to an exit point, and it all looks a little something like this:
I'm currently done with all 50 of the stages that will appear in the game. However, I'm not sending it out the release gates just yet. There's still a few more things left to do.
1. I need a song for the credits.
(I originally had someone writing one for me but they've bailed. I really like the idea of a song with lyrics about slimes being played during the credits. This might not happen.)
2. The Level creator needs to be done. This has given me a bit of trouble. The current one is riddled with bugs and I might have to start from scratch. I'd like to include this feature but it may be released after the first launch as sort of an expansion, or something. If that happens, I'll most likely add more levels and/or interactive objects to be included in it.
3. There are a couple bugs and general game weaknesses I'd like to completely fix before launching. None of them are really that big a deal ( most players, most likely, wouldn't even notice ) but I'd like the first launch copy to be as bug free as possible ( unlike my first Tim-Tim release )
Other then that, the games looking good. I hope you guys enjoy it when it's done.
-If you happened to find a bug, of any sort, please write about it here. I want slimes to be the best game it can be and will continue to update it until it's as near to perfect as possible.
- The level creator is in the game. However, you have to beat all 50 levels to unlock it.
- Be careful saving your game, I've included several fail safe scripts so games won't become erased, but "X"ing out at random might result in minor data corruption. ( nothing to worry about really, this has never resulted in the loss of game data )
-------------------------------------------------------------------------
I've decided to transfer my development updates for slimes from the journal on Castle Paradox, , to here.
For those of you that don't know, Slimes is a Lemmings style game. Meaning, with your mouse, you use various tools to stop the slimes from marching to their death and to instead have them march to an exit point, and it all looks a little something like this:
I'm currently done with all 50 of the stages that will appear in the game. However, I'm not sending it out the release gates just yet. There's still a few more things left to do.
1. I need a song for the credits.
(I originally had someone writing one for me but they've bailed. I really like the idea of a song with lyrics about slimes being played during the credits. This might not happen.)
2. The Level creator needs to be done. This has given me a bit of trouble. The current one is riddled with bugs and I might have to start from scratch. I'd like to include this feature but it may be released after the first launch as sort of an expansion, or something. If that happens, I'll most likely add more levels and/or interactive objects to be included in it.
3. There are a couple bugs and general game weaknesses I'd like to completely fix before launching. None of them are really that big a deal ( most players, most likely, wouldn't even notice ) but I'd like the first launch copy to be as bug free as possible ( unlike my first Tim-Tim release )
Other then that, the games looking good. I hope you guys enjoy it when it's done.
Last edited by Spoonweaver on Thu Dec 24, 2009 7:43 pm, edited 3 times in total.
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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- Slime
- Posts: 16
- Joined: Sat Sep 26, 2009 11:59 pm
Lemmings was a wonderful game. And a hard one. A very, very hard one. Given that slimes are RPG based, though, is there any form of 'combat' in this? I can see you making a slime a Warrior so that any character that he bumps into, he can fight and win against. Or do some damage. In fact, if you haven't done this mechanic in the game, it's a good concept for one of my own...
- Newbie Newtype
- Reigning Smash Champion
- Posts: 1873
- Joined: Mon Oct 15, 2007 9:44 pm
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Spoonweaver, as payment for coding not 1, but 2 of my games for me, I will happly do a credit song for you. I'll need more information on what you want it to be like, of course.
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
@James: Thanks! And, I used a combination of both. Mostly due to layering issues. Slices being always over NPCs is helpful. The cursor is a slice, which also helps with the general working of the mouse, since it can go off screen the way you'd think a mouse could, and you don't get any of those where npc interactions with the mouse cursor like you would if it was an npc. Other then the cursor, I think I used slices for like 4-5 other things.
@Squeaky: The red slimes eat the spike guys. Is that what you meant? If not, there's another RPG/battle element in the game, but I'm keeping what it is a secret for now.
@Newbie Newtype: Thank you, I was going for function over form, so I'm glad it seems to have worked out so far.
@Bluetrain: Well, neither of the games I'm scripting are completely done yet so don't feel too obligated. BUT anyways, I want the song to basically be a song about slimes. Lyrics included. It wouldn't have to be very long. A minute or even half a minute is probably enough. It's to play during the credits. Other then that, I currently need another song for levels 41-49. I've been using songs from soundsnap.com, ( like grubberoid ) if that helps. I'll be looking forward to your contribution. Also, I'm still looking forward to those graphics for LMS. I think that game has a lot of potential. ALSO! after slimes and LMs are complete, I'd like to give indigo another go.
@Squeaky: The red slimes eat the spike guys. Is that what you meant? If not, there's another RPG/battle element in the game, but I'm keeping what it is a secret for now.
@Newbie Newtype: Thank you, I was going for function over form, so I'm glad it seems to have worked out so far.
@Bluetrain: Well, neither of the games I'm scripting are completely done yet so don't feel too obligated. BUT anyways, I want the song to basically be a song about slimes. Lyrics included. It wouldn't have to be very long. A minute or even half a minute is probably enough. It's to play during the credits. Other then that, I currently need another song for levels 41-49. I've been using songs from soundsnap.com, ( like grubberoid ) if that helps. I'll be looking forward to your contribution. Also, I'm still looking forward to those graphics for LMS. I think that game has a lot of potential. ALSO! after slimes and LMs are complete, I'd like to give indigo another go.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
Games done!!
Go download it now!
Go download it now!
Last edited by Spoonweaver on Thu Dec 24, 2009 7:44 pm, edited 2 times in total.
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
I just played the first 10 levels. So far this looks very nicely done.
good job spoony!
good job spoony!
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Soda_piggy
- Slime Knight
- Posts: 163
- Joined: Tue Oct 16, 2007 1:18 am
- Location: Osaka, Japan
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- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
Wow, thank you!
I can never get enough praise.
I can never get enough praise.
Last edited by Spoonweaver on Tue Dec 01, 2009 1:39 am, edited 1 time in total.
- Pepsi Ranger
- Liquid Metal Slime
- Posts: 1457
- Joined: Thu Nov 22, 2007 6:25 am
- Location: South Florida
This is a lot of fun. It's pretty much everything I expected it to be. And I especially like that it's close to Lemmings while still doing its own thing. I'm up to Stage 26 right now. So far the challenge seems to be in using as few resources as possible, since there are several ways to solve a puzzle. I once said I was confident that you could pull off a Lemmings clone, and now you've proved it. Good job.
So when can we expect 10 special levels through Santa's Workshop with crazy elves, wild gears, barrels of peppermint, and North Pole blizzards? This week? Next? j/k...or am I?
So when can we expect 10 special levels through Santa's Workshop with crazy elves, wild gears, barrels of peppermint, and North Pole blizzards? This week? Next? j/k...or am I?
Place Obligatory Signature Here
Bugs!
In one of the levels -- I forget which one, but I have a screenshot -- the slimes duplicate. I've seen them do it in others, but in this one they do it consistently.
Slimes walking left off a platform go into their falling animation as they walk off the platform. Slimes walking right go into their falling animation as they start falling.
Requests!
I would really like a fast forward button. I know it's not trivial to implement, but man would it make the game less tedious.
(edit) just beat it. Level 50 was fantastic.
In one of the levels -- I forget which one, but I have a screenshot -- the slimes duplicate. I've seen them do it in others, but in this one they do it consistently.
Slimes walking left off a platform go into their falling animation as they walk off the platform. Slimes walking right go into their falling animation as they start falling.
Requests!
I would really like a fast forward button. I know it's not trivial to implement, but man would it make the game less tedious.
(edit) just beat it. Level 50 was fantastic.
Last edited by Mogri on Tue Dec 01, 2009 5:31 am, edited 1 time in total.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
@ pepsi ranger: I had thought about making a special Christmas version since "tis the season", but that will most likely not happen since it's so close to the yule tide and I've only just released it.
@Mogri's bugs/request: I've had the duplication bug reported before. I have no clue what causes it, the fact that there's a level you say does it consistently helps a lot. Which level was it exactly?
Oh and that second thing I've never really seen as a bug. You're right though, it isn't quite right. I'll correct that.
The fast forward button has come up before. While easy enough to implement for 1 type of slime ( green) it remains hard for the already fast slimes (red/yellow). The fast forward button tossed these guys off track and they were inside walls in no time. That being the case, I did try to cut down on the amount of idle waiting each level had.
@Mogri (again): Thanks, I do have to thank camdog for the idea ;). Beaten it already? Nice. So how do you like the level creator?
@Mogri's bugs/request: I've had the duplication bug reported before. I have no clue what causes it, the fact that there's a level you say does it consistently helps a lot. Which level was it exactly?
Oh and that second thing I've never really seen as a bug. You're right though, it isn't quite right. I'll correct that.
The fast forward button has come up before. While easy enough to implement for 1 type of slime ( green) it remains hard for the already fast slimes (red/yellow). The fast forward button tossed these guys off track and they were inside walls in no time. That being the case, I did try to cut down on the amount of idle waiting each level had.
@Mogri (again): Thanks, I do have to thank camdog for the idea ;). Beaten it already? Nice. So how do you like the level creator?
Last edited by Spoonweaver on Tue Dec 01, 2009 2:09 pm, edited 1 time in total.
The duplication level is the one with all the oils and fires at the bottom.
The tricky part about a fast forward button is that you'd have to do the NPC movement on your own instead of relying on the engine to do it. It's not a huge issue; mostly it'd help on the earlier levels where you're waiting forever for the slimes to crawl their way to the exit.
The tricky part about a fast forward button is that you'd have to do the NPC movement on your own instead of relying on the engine to do it. It's not a huge issue; mostly it'd help on the earlier levels where you're waiting forever for the slimes to crawl their way to the exit.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
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@dup'ing bug: I've never had it happen on that level, weird. I'll look into it.
@the quickening: I had them moving on their own for a while. It required a lot of scripting and created a lot of bugs. The amount of debugging that needed to be done for that script would have kept me in development for several more months.
I do plan on revising the game after I'm fairly sure all the game bugs are found, and I have a general idea of all the stuff people want to see added.
I'll most likely add more levels at that point too.
@the quickening: I had them moving on their own for a while. It required a lot of scripting and created a lot of bugs. The amount of debugging that needed to be done for that script would have kept me in development for several more months.
I do plan on revising the game after I'm fairly sure all the game bugs are found, and I have a general idea of all the stuff people want to see added.
I'll most likely add more levels at that point too.