Tim-Tim 2 Dev Thread

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Spoonweaver
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Post by Spoonweaver »

Short answer to your questions; no

The long answer is that my parallax scrolling script had a few bugs that I had fixed before a large data loss.
I haven't touched the script sense out of frustration.
I may end up having it in the final game. My maps are set up so that the base layer would be the sky and second layer far off objects, so there would be nothing stopping an implementation later on.

As for entering houses, yes it's clearly an idea. However I'm really juggling with the idea of having door usage at all. I'm trying to make them fun and add to gameplay but so far they are only gimmicky. I'm currently planning on cutting them
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Post by TMC »

Oh, I certainly don't think that being able to enter house would improve the game; if there's no good reason for it then it's just a gimmick. Was just asking.

Actually, I wasn't talking about parallax but clouds floating by on their own (although it could be combined with parallax). I think the own game I've seen actually make use of something like that is char's lovely home. That would require either setting the map to Wrap, or turning on the "Wrap map layers over the edge of Crop maps" backcompat bitset.
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Post by Spoonweaver »

Indeed. I do actually have a script for roaming clouds working in the game currently. But only in the intro.
The issue is that the expanded script for the actual game interacts with my hud and menu system in a terrible way. I'm sure it's something very fixable, but the issue has become frustrating and un-fun to me.
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Post by TMC »

Odd. Remind me to have a look at it when you release a demo :)
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Post by RMZ »

I was just browsing your stuff on Greenlight and saw Tim-Tim 2 had a new piece of promo art. When did that happen? That looks seriously awesome.
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Post by Spoonweaver »

Oh, I guess I didn't post about it on here.
Yea huge props to newbie for the promo art.
Sorry to those I turned down that responded to my thread I posted requesting the promo art. I wish I could hire you all, truly.
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Post by Spoonweaver »

Little by little, I'm getting things done.
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Post by Spoonweaver »

Still working on this!
I have not abandoned Tim-Tim2 again!
I'm currently mapping and scripting bosses and other monsters.
It's getting close to very playable.
Nothing great to show screenshot wise this time though.
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Post by Spoonweaver »

Progress is slow and not exactly study.
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Post by TMC »

As long as it's not dead (and there are screenshots to prove it), you're ahead of the pack!
I can't remember; did you say that you're going to release it when it's done, no demo?
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Post by Spoonweaver »

Yea, I don't plan to release a demo.

That may change, but if there was a demo it would only be for play testing, and bragging, purposes.

With what I have now, I could release a decent demo if I was going to.
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Post by Bob the Hamster »

I like the look of those Tall-Steves!
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Post by Spoonweaver »

Red slimes and invisibility scroll in action.
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Post by Spoonweaver »

Also, a steve in action.
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Post by Spoonweaver »

Someone mentioned that I've never shown Steve Sr. (AKA Steven) in action.

So here he is in action.
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