THE DEATHBOARD Welcome, Guest. Please login or register.

Login with username, password and session length
  604 Posts in 33 Topics by 29 Members Latest Member: johncovel
* HOME HELP SEARCH LOGIN REGISTER 
0 Members and 1 Guest are viewing this topic. « previous next »
Pages: 1 2 [3] Go Down Send this topicPrint
Author Topic: Deathworld Adventure  (Read 10084 times)
Zarabadoo
Administrator
cyborg
*****
Offline

Gender: Male
Posts: 137



WWW
« Reply #30 on: July 05, 2005, 10:40:16 AM »

stalling also causes you to rethink things and rewrite it, thus taking even lnoger. hehe.
Logged

-- Al "Zarabadoo" Steffen
http://www.zarabadoo.com
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #31 on: August 09, 2005, 10:59:27 AM »

hmmm...
well i've started work on a different game, using a bunch of the sprites from the
original.  i don't know why, but i got an idea for a Space Invaders style shooter.
Simple enough, and i should actually finish this one soon. Tongue
i figure i'll just give this one away.
Logged

...got Fudda?
rantinan
cyborg
***
Offline

Posts: 98



« Reply #32 on: August 09, 2005, 08:23:22 PM »

murrm deathy doomey space invadery.. sounds great!
Logged

six personalities for the price of 1
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #33 on: August 09, 2005, 11:25:03 PM »

yeah, it's going pretty good.
pretty fun to play so far, and the later levels are
pretty challenging. i'm a bit concerned the learning
curve may be a bit steep, because it jumps from
really easy to difficult quite quickly.
Logged

...got Fudda?
felneymike
ghost
*
Offline

Gender: Male
Posts: 39


WWW
« Reply #34 on: October 23, 2005, 07:19:09 AM »

I was gonna make a deathworld platform game once, so i was, it was gonna be like my shoddy Insanity Please platform games, so it was, maybe i should re-upload those, and "Office Smash", they where naff but fun for 5 minutes
Logged

You say there must be more than this life and this world, but look around you- What more do you want?
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #35 on: February 09, 2006, 02:45:05 AM »

meh. Machine Gun

 so i've been working on the game again.

 after looking at the older posts in this thread, i realize how naive
i was to expect to get it completed quickly. especially since whenever
i get near completion, i stall, stop working on it for a few months or more,
and then come up with new concepts that radically change the way the
game works from it's previous edition and have to start over.
i'm beginning to think it's some sort of yearly cycle (or near enough),
as it was a little over a year ago since the last "restart"

 But basically, what i've gone and done this time is radically change
how the NPC interaction and animation works. Basically, in the last
iteration, the NPCs would just stand around in town, doing nothing
until the player walked up to them. Not a lot of realism in that respect,
and it always bugged me a bit, so i've been figuring out a way to have
the NPCs move around in the various towns they populate.

 i'm also working on more than a few graphical fixes that were bothering
me, and that meant changing how some of the enviroments and objects
behaved (especially in the Mecha world). i still haven't figured out how
to integrate the various experiences you deal with in the three stages
into the end-game, and i suppose it's this problem more than any other
which keeps stalling me. Oh, and the fact that there's no real reason for the
player to be playing - the absence of a story means that it's just endless
dungeon crawling for the player to slog through - and that's no fun at all.
At least, i don't think so.

 However, seeing as how this will be the fifth iteration, Discordian theory
regarding the Law of Five indicates that i should be more successful this
time around. Assuming this isn't yet another joke Eris is planning for me.  Tongue
Logged

...got Fudda?
felneymike
ghost
*
Offline

Gender: Male
Posts: 39


WWW
« Reply #36 on: February 09, 2006, 03:03:38 PM »

I've been giving vauge thoughts to an RPG set in Britian in 2014 (in my timeline), which has become a puppet state of the totalitarian EU superstate (and renamed Airstrip 1, heh), i'll probably do it in RPG maker cause its quicker and easier for classic-styled RPG's. Its just theres not really any suitable graphics for it so i gotta make them all on my own, well mostly XD
Logged

You say there must be more than this life and this world, but look around you- What more do you want?
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #37 on: February 09, 2006, 06:54:05 PM »

 yeah, there's only so much one can do with "found" graphics and sprites.
Sooner or later, one has to mod them to fit the vision hey have for their game.
I've heard good things about RPGMaker, but i'm sticking with GameMaker.
Logged

...got Fudda?
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #38 on: March 20, 2006, 12:34:06 PM »

i added a new element of gameplay to the overall structure this past week.
When the player is wandering around in the overland map, there's a possibility
of a random encounter. Before, they went to a rather plain "encounter" room
and basically had to fight or run. Now, i've made it so that it behaves more
like how Legend of Zelda 2: Adventures of Link handled random encounters,
in that now the player gets moved to a sidescrolling platform mini-game. Just
in testing, i've found there's now a lot more incentive to wander around in the
overmap, rather than just moving from town to dungeon and back. Now i've just
got to make sure all the various weapons work as they should.

oh yeah, i also made a slick introductory screen interface.
Logged

...got Fudda?
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #39 on: September 13, 2006, 06:38:33 PM »

removed the screenshots, as they're now obsolete due to new graphics upgrades.

- Absynthia
« Last Edit: September 13, 2006, 06:42:58 PM by RiESC » Logged

...got Fudda?
RiESC
Administrator
supersoldier
*****
Offline

Gender: Male
Posts: 377



WWW
« Reply #40 on: January 31, 2007, 12:20:01 AM »

so, instead of making comics for the past few months like i should have, i've been drawn back into working on the game. The world-maps have grown in complexity and scope, bringing a real sense of "location" to the game. Each province is still unique, but now there's a lot more running back and forth in order to get special items and such (and potentially to deal with new sub-quests that cross between the "realms"). Most recently, i've added little "death" scenes for the boss fights - for example, Dr.  Rudenstein's hover platform has a plume of smoke shooting out as he crashes, and his mega-conveyor belt breaking down. Or - Cpt. Nemo, after being beaten up by his pet monkey, screaming indignantly as it jumps on his back and starts humping him. All this done in little 32x32 sprite graphics. i've been tweaking some of the level designs as i go along, but i'm still having some issues with collision detection with regards to enemy shots hitting the player when it really doesn't appear they are (it has to do with the image masks the program uses for detecting object collisions). i'm pretty happy with how the platforming elements have turned out (see previous post), and the background & object graphics are always being fine-tuned as i find new resources.

at long last, i believe the end is in sight...


at least, until i give up and restart it yet again.  Tongue
Logged

...got Fudda?
Monki
cyborg
***
Offline

Gender: Female
Posts: 140



WWW
« Reply #41 on: January 31, 2007, 01:22:27 AM »

Any chance of a demo of some sort again?
Logged
Pages: 1 2 [3] Go Up Send this topicPrint
 
« previous next »
Jump to:  
Powered by MySQL Powered by PHP Powered by SMF 1.1.4 | SMF © 2005, Simple Machines LLC
Black22 design by Bloc
Valid XHTML 1.0! Valid CSS!