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Saturday, August 4, 2012 - 06:14

Neverwell Moor:

Requires hosting on an HTTP server for Chromium (has cross-domain issues and won't play the audio files all the way through when run from local FS) -- works locally on Firefox. The commit I pushed AFTER deadline breaks the game (probably what you saw). Please checkout the revision that I submitted: 2396799b72ccacff3274d16266ab9a35ced7c0e9 or the new one: 61b23222a4107afe5979f98e95dd97f1a7f7a7dd

Also, the tag `version1.0` points to the revision that was submitted.

Enjoy! :)

Saturday, August 4, 2012 - 05:18

Building on OS X was easy enough. I installed physfs and allegro5 (in that order) using homebrew; must tap homebrew/versions to get allegro5. There were a handful of build errors in the Xcode project... It complained about the assert statements, so I commented them. ;)

This game was a good puzzle. My first case was solved with the murder weapon using a single accusation, asking 30 questions, in about 14 minutes! Great job. :D

Saturday, August 4, 2012 - 04:30

This game is really difficult to get the hang of at first, and even after I "got it" the challenge remained high. :) I still haven't seen a boss, yet. Too busy frantically trying to stay alive/kill things/create more units/towers... It's kind of a hectic experience, but I couldn't put it down while it was going.

Thursday, August 2, 2012 - 22:07

Thanks! The "dynamic" feeling is one of the things I was going for. I did not want it to feel realistic, but have a more fast-action pace. One of the features that I missed implementing was a simple targeting system, where Rachel would jump long distances to target nearby enemies... Allowing for combos and such. Maybe an upgraded mallet later in the game? ;) That definitely would have added to the pace, and show off more of what I was trying to acheive.

Has anyone found the hidden credits? The NPCs will provide hints if you help them out. I actually completed it in about 5 minutes after one death. Saving the number of coins makes it a bit too easy...

Thursday, August 2, 2012 - 02:39

I did fix the dialogue bit, thanks. No time for anything else, I'm afraid. I really appreciate all the help you've been able to provide so far! I'm now submitting my entery...

Wednesday, August 1, 2012 - 17:26

I was planning to put the Whitey character in the large manor. I don't have an inside map for it, so I just placed her spawn position right outside the door. ;)

I'm not too worried about the Z-order problems at the moment. There are a lot of them, especially after adding the mallet. Just run up and down the stairs in Rachel's house a few times. :x! I do have proper Z-ordering working for sprites against sprites, but not for sprites against background layers. That would be a REAL challenge to solve. Fixing the Z-order on the mallet is even more difficult that all of that combined. I'd have to break it into two separate images and handle them interdependently. The sprite composition code does some of this work, already, but not enough...

As for the fenced in guy, that was a bit of a gag. ;) I didn't want him running away on me as I tested things. The area is really only for decoration.

Amazing, I never would have spotted that missing collision shape on the bridge! That was an utter mistake. The whole north/north-west side of Earth was intentially left incomplete, including collision shapes. :P

I noted the same coin-pushing bug in the commit log. Sadly, I think it's a bug in Chipmunk-js. It appears that any shapes that are created touching another shape will not trigger the collision handler between those shapes. There's another bug that may be related, where the arbiters passed to the collision handler are given in a random order if the collision types are listed from highest-to-lowest. Strange stuff!

And yeah, I have everything needed for dialog. I don't know how likely it is I'll add a whole lot of dialog or quests, but it is sorely lacking!

I am actually adding all kinds of major features before submission! Lots done so far, I've been at it non-stop for about 28 hours. I have about 9 and half hours to go. Then I can sleep. My next goal is implementing notifications (like tutorial info bubbles) because it's really important for presentation.

Thanks again for all your help, it's been great.

Wednesday, August 1, 2012 - 07:16

(I had a full response written, but hit CMD+R by accident instead of CMD+T. So I lost all of that time. grrrr)

Yes! The attributions information would be super-super handy!

  • Sorry about that. I forgot to update the chest contents on the island when I added the description field for the dialog. It's fixed in the repo.
  • The snakes are ridiculously difficult. They were supposed to be a pushover mob, too! I'll decrease their speed and vision range for sure, but I want another semi-powerful mob to keep the balance. The only idea I have at this point is the bat from the base assets. Mainly because it will be really quick.
  • I haven't seen the snakes move slower when Rachel gets out of sight. But I like that idea as well. I can very easily add two speeds to angry NPCs; a normal roaming speed, and a faster hunting speed. When they lose sight, they'll revert to the slower roaming speed for the remaining leg to their destination, which is the last position they saw their target. That should be about the same effect.
  • I ssooooo wanted to add this! I was worried the friendly NPCs would go out looking for trouble, though... They'll attack snakes even if the snakes don't see the NPC. And if I give snakes a smaller window of vision, it will really look like the NPCs are more aggressive than the snakes. :P When an NPC becomes angry, it simply turns into an enemy. So the snakes become friendly to an angry NPC. It's silly, but fun!
  • Saving state between map changes is something that has been on my TODO list for a long time. It's just going to be difficult to implement properly. And I don't have time for that. I will just have to fake it. :\ It needs to be done.
  • There are a lot of little sound effects added recently! Almost all of them were generated by cfxr. I've had really poor luck when it comes to finding decent sound effects. I spent two days looking for an award jingle for when when Rachel collects and item. The one I have if thebest I could find, and I don't think it fits well. :( That's why I turned to auto generated sounds.
  • SFX for NPCs taking damage has been done very recenlty. I think RIGHT after last night's blog update. They all "squeek" when attacked and dying. It's not perfect, but it is kind of cute.
  • Also something I noticed and did not like, myself. Preventing any action during a transition was a workaround for interrupting the transition and causing it to look ugly.
  • Nice! I'll have to do that... I should also remove the front door on the inside, to match what I did with rachels_house.tmx

And yeah, I emailed Radomir a week ago to ask if he could help me with some sprites. He actually created two more that I'm now using! George and Betty (renamed Jessica for the story). He also has a "character creation kit" (a fantastic idea!) for download on his site, but it won't work because the dimensions don't match.

That mallet sound effect is great! I had to break it into two pieces to get it sync'd with the animation, but it fits really well. Weapons support multiple sound effects (chosen randomly at play-time) so if you can come up with one (or two!) more, I would really be into that!

 

Here's some story details, and background info on Rachel:

Rachel is 15 years old. She grew up hearing stories of a strange island called "Neverwell", told by her grandfather ("Poppa" to Rachel). Rachel was 5 at the time, and the stories were always something adventurous and entertaining. Poppa would tell her about the inhabitants of the island, and how they could perform magic. He would fight monsters while hunting for treasures buried in deep caves. There were so many details in his stories that he had to set some of his adventures on smaller islands around Neverwell.

Poppa died shortly after, and it's been 10 years, so she doesn't remember all of the stories he told. But she remembers important details like the eponymous moor, which was a very dangerous place, but that it held some kind of secret... Perhaps the secret to the inhabitants magic? But that was a long time ago, and they were just stories. Everyone knows there is only one island, and they call it "Earth."

So Rachel sets off on a day like any other, but, feeling a little adventurous, she decides to help a friend. That kind gesture leads to a series of quests which eventually lands Rachel on Neverwell; a place that isn't supposed to exist...

That's it! A little something for your appetite. That's just about as much as I can get done within the remaining time, so ... yeah.

And a piece of trivia: the character Rachel is actually based on a real life friend of mine.

Tuesday, July 31, 2012 - 06:46

Ok, I just posted today's snapshot! Though I started on something else already (the story screens) they can wait, because I'm tired of Gimp for now. So I'm going to start going through your map files and begin poking them into earth.tmx. It will be some much-needed love for the area. The shed is pretty cool! I will put the Mighty Mallet there. :D

This little house can't be Rachel's ... she has a very small two-story house! hehe...

Also I wasn't able to find "misc.png" anywhere, so I don't know how to credit it to the author. You mentioned Matthew Nash in your previous post, is that it?

Monday, July 30, 2012 - 21:32

D'OH! I just now noticed that I completely forgot to commit the baddies AI source. :( I blame literal lack of sleep... That explains the error in the snapshot. It's in the repo now, so if you can run the game from source, you can test your maps on it now.

I just finished the weapons integration (Rachel can defend herself! Hooray!) so I'm pretty much ready to do some more mapping, myself. I'll pick up your maps and try to integrate. Don't worry too much about learning to write rules for automapping; it's a pain to get right with complex patterns. But you can use the rules I already have setup! Just open the "earth.tmx" map (you should clone the git repo, so the directory structure is the same. That will solve your problem with Tiled directory handling) and press the "A" key to run automapping. You'll see some of the grass tiles and sand tiles randomly change to verify it's working. Just look at the two layers called "set" and "set_trees"; those layers define how the automapping will generate the other layers.

The tiles on the two set layers are VERY important: For grass, you must use the flat green tile in the "grass" tileset. For sand, it's the sand tile in the same position, but on the "sand" tileset. Ditto for the dirt. The "dirt2" tileset is NOT used yet. For trees, use the first trunk tile in the "trunk" tileset on the set_trees layer. And there are some spacing rules to get trees to work properly: There must be at least two horizonal spaces between each tree, and at least one vertical space. For anything that is not one of these supported tiles, use any tile EXCEPT the "no tile" (eg. don't use the eraser!) I used the blank water tile in the the "watergrass" tileset.

You can imagine why it's so difficult to write the rules... So many limitations.

Anyway, THANKS for your help on the map! Where do you think the roads will lead? :)

Sunday, July 29, 2012 - 21:13

Thanks for the heads up! There are no collision shapes on the big outside map. So you will walk through everything. It's just unfinished. :|

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