Tim-Tim 2 Dev Thread

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Spoonweaver
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Post by Spoonweaver »

TMC wrote:This doesn't compile, right? It shouldn't.
The coding did have a few flaws. double comma in the variables and only 1 - instead of -- in the for statement.
Other than that it compiles when added to the overall script. Was there something specific that you saw that led you to believe it wouldn't compile?
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Post by TMC »

No, those were the typos I noticed.
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Post by Spoonweaver »

And here's an animated gif of the scripts in action

*Graphics are likely to change.

**Edit: I changed the graphics
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Tim-Tim20003.gif
Tim-Tim20003.gif (1.35 MiB) Viewed 2449 times
Last edited by Spoonweaver on Sun Apr 29, 2018 7:16 pm, edited 5 times in total.
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Post by TMC »

Oh! Using a tornado to cool lava is quite non-obvious (that might be a problem?) but a cool interaction. Are there other ways to handle it?
I'm surprised that you drew the lava as individual blocks, almost iconic. Reminds me of Slimeomancy or Mario. Do you want all interactive terrain in the game to stick out?
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Post by Spoonweaver »

Yes, I do agree that the tornado blowing out the lava blocks might not be clear.
You can also just power your way past the blocks by jumping on them and taking the hits, or just avoid them. I don't plan for the tornado / lava block interaction to be fully necessary. The map shown is not a map that's necessary to pass and may not make it to the final game.

As for lava being individual blocks, that's not actually true. Lava is likely going to be a separate thing entirely. I've currently been debating whether it should be insta-kill or just do a large amount of damage and so it's not currently in any levels yet, but it is planned.

As for all the intractable blocks sticking out, yes that is on purpose. It's also on purpose that it's all individual blocks, mostly because of how the interaction works.
That said, I don't actually plan to have all that many.
Last edited by Spoonweaver on Mon Apr 30, 2018 2:02 am, edited 1 time in total.
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Post by TMC »

I'd normally vote against insta-kill. However it would make level decision easier, especially if you want to prevent sequence-breaking. (Sequence breaking can be fun though)
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Post by kylekrack »

Sequence breaking is good.
My pronouns are they/them
Ps. I love my wife
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Post by Spoonweaver »

code snip round 2
I hid the name of the script
let's see if you can guess what this script might be for

Code: Select all

#------------------
SCRIPT,111, begin

variable(gobox,goboy,agobo,bgobo,i,gobonum)
variable(gosp,gobospeed,gobo,goborand,fake,agobcop,bgobcop,cgobcop)

bgobcop:=NPC copy count (130)--1


while ( bgobcop>=0 ) do, begin

gobo:=npc reference( 130,bgobcop )
bgobcop:=bgobcop--1
gobox:=npc pixel X(gobo)
goboy:=npc pixel Y(gobo)


if (NPCextra(gobo,extra1)>>0) then( setNPCextra(gobo,extra1,NPCextra(gobo,extra1)--1) )
if &#40;NPCdirection&#40;gobo&#41;<>right,and,NPCdirection&#40;gobo&#41;<>left&#41; then &#40; setNPCdirection&#40;gobo,left&#41; &#41;


#--
	if &#40;invisn==0,and,NPCextra&#40;gobo,extra1&#41;==0&#41;&#41; then &#40;
	
		if &#40; 
		NPCdirection&#40;gobo&#41;==right,and,
		HERO pixel Y&#40;0&#41;<<goboy+5,and,
		HERO pixel Y&#40;0&#41;>>goboy--25,and,
		&#40;&#40;npc pixel X&#40;gobo&#41;+10&#41;/20 &#41;+10>>&#40; &#40;HERO pixel X&#40;0&#41;+10&#41;/20 &#41;,and,
		&#40;&#40;npc pixel X&#40;gobo&#41;+10&#41;/20 &#41;<<&#40; &#40;HERO pixel X&#40;0&#41;+10&#41;/20 &#41;
		&#41; 
		then &#40; 
		setNPCextra&#40;gobo,extra1,30&#41;
		ggfire&#58;=createnpc&#40;75,gobox/20,goboy/20,right&#41;
		playsound&#40;0&#41;
		&#41;
		
			if &#40; 
		NPCdirection&#40;gobo&#41;==left,and,
		HERO pixel Y&#40;0&#41;<<goboy+5,and,
		HERO pixel Y&#40;0&#41;>>goboy--25,and,
		&#40;&#40;npc pixel X&#40;gobo&#41;+10&#41;/20 &#41;>>&#40; &#40;HERO pixel X&#40;0&#41;+10&#41;/20 &#41;,and,
		&#40;&#40;npc pixel X&#40;gobo&#41;+10&#41;/20 &#41;--10<<&#40; &#40;HERO pixel X&#40;0&#41;+10&#41;/20 &#41;
		&#41; 
		then &#40; 
		setNPCextra&#40;gobo,extra1,30&#41;
		ggfire&#58;=createnpc&#40;75,gobox/20,goboy/20,left&#41;
		playsound&#40;0&#41;
		&#41;
		
	&#41;
#--

	end
 
end

#------------------
  
Last edited by Spoonweaver on Sun May 06, 2018 3:58 am, edited 2 times in total.
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Spoonweaver
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Post by Spoonweaver »

No guess...
Well I'll still post the gif of the final product
Graphics may change
EDIT: changed the graphics
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Tim-Tim20002.gif
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Last edited by Spoonweaver on Sun May 06, 2018 2:17 pm, edited 1 time in total.
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Post by Bob the Hamster »

Nice! I was going to guess some kind of enemy AI, I was sort of close-ish.

It looks great :)
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Post by Spoonweaver »

Enemy AI indeed, I guess I should have waited longer before revealing the answer.

I was just pretty proud at how the trap blocks turned out and wanted to post the gif.
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Post by Spoonweaver »

Worked on a few monsters that are making a return in this game.
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Tim-Tim2 hand.gif
Tim-Tim2 hand.gif (557.68 KiB) Viewed 2306 times
Tim-Tim2 eyes.gif
Tim-Tim2 eyes.gif (392.36 KiB) Viewed 2306 times
Tim-Tim2 brain dog.gif
Tim-Tim2 brain dog.gif (747.69 KiB) Viewed 2306 times
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Post by Spoonweaver »

Also breakable boxes.

*By now you may have noticed I have a test area in the game that I've been testing all these things in as I make them.
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Last edited by Spoonweaver on Thu May 10, 2018 2:30 am, edited 1 time in total.
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Post by Spoonweaver »

Showcasing some more new monsters today.
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Ghosts
Ghosts
Tim-Tim20002 (6).gif (56.28 KiB) Viewed 2231 times
Big Slimes
Big Slimes
Tim-Tim20001.gif (384.68 KiB) Viewed 2233 times
Last edited by Spoonweaver on Fri May 18, 2018 2:00 am, edited 1 time in total.
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Post by Spoonweaver »

I made some more progress on Tim-Tim 2: "The Almighty Gnome"

The eyeblocks are designed to basically act as barriers that require invisibility to pass. These have gone through several design choices, including slime monsters that blocked the way and guard monsters that you could sneak past. I think the eye block works the best out of my ideas.
What do you think?
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eye blocks
eye blocks
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