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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Mon Sep 27, 2010 6:50 pm Post subject: Tim-Tim's Tower |
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I released a new game!
In this game you play the role of Tim-Tim "The Mighty Gnome". He needs to reach the top of his tower in order to achieve victory. But alas, this trial is tough and he'll need you help to guide himself safely to the top.
Controls:
[The arrow keys] Control your menu selections
[Space bar] Uses Tim-Tim's Knife.
[ESC] can be used while playing to both leave menus and to bring up the main menu. (In the main menu you will find an option for volume control, an option to shop at a store, and an option to exit.)
[A,S,D,F] All use various spells that Tim-Tim can learn.
Find it here!
Please leave feedback, comments, report bugs, or other things here. |
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Nepenthe
Joined: 27 Sep 2004 Posts: 132
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Posted: Mon Sep 27, 2010 8:21 pm Post subject: |
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I played a few levels, and it's a lot of fun!
My only gripe so far is that the snakey things and the bats don't seem to have any hit detection with each other. They tend to stack up making it really difficult to tell how many hits it's going to take to kill them. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Sep 28, 2010 7:56 am Post subject: |
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Actually, that's not caused by their stacking.
As you increase in levels or perhaps if you try to go and melee a fire lizard (Steve) in the first location, you'll notice that it takes more than 1 hit to kill things SOMETIMES. Despite the lack of colored numbers showing up over the monsters during combat, there are hitpoints being deducted.
When things stack, they all get hit at once normally ( I'm still testing on stacks over 10 ) You'll notice this if you see 3 snakes stack up and go and hit it. It won't take 3 hits. Of course this system is a bit buggy and several things have been found already concerning this. All of them were fixed, but I'm not going to sit here and say there aren't any bugs left.
Anyways, Thanks for playing. As advise, I'd suggest assuming that everything is going to take more than 1 hit. They will in the later levels. |
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Nepenthe
Joined: 27 Sep 2004 Posts: 132
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Posted: Tue Sep 28, 2010 4:48 pm Post subject: |
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Hmm... well in that case I've had snakes take well over three hits. Might be something else going on.
I did play some more after I posted, and quickly got into the habit of backing away from everything after I attacked. Makes things much more manageable. It might still be nice if they didn't stack though. Imagine a wall of snakes coming at you, all jostling for position... but it's still fun as-is, so whatever.
Also, those giant slimes are terrifying. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Thu Sep 30, 2010 7:14 am Post subject: |
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Spoilers!?!?? Oh noes..
To back up a bit, apparently the layers are only being seen up to 3. So if there are 4 snakes stacked than the ones below don't get hit. I had a test case where there was a stack of 20 snakes. It took quite a few hits...
I'll work on this.
I've been getting alot of comments on the bad snake AI ( and therefore the AI for a lot of the other monsters. god I'm lazy ) So I'm going to tweak it a bit. Hopefully, this will make things more enjoyable. |
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Sep 30, 2010 8:25 am Post subject: |
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I wish the knife knocked enemies back a little.
Mind you, I am not asking to be able to stand still and hack madly as the snakes charge into me, but.... no, yeah, I guess that IS what I want. Sorry :) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Oct 01, 2010 6:26 am Post subject: |
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NOOOOOOOOOOO Disintegrate spell does nothing! Spoony, how will I ever forgive you?
Aside from the glaring error in the game that is 200 gold wasted, I also noticed barrels sometimes stacked, once snakes came at me from outside a wall (they passed through it), and the NPCs aren't paused when you're examining a spell description.
Kudos on the random map generator! The game is fun, but seriously could do with more variety. The original Tim-Tim was fun to explore. Creating randomly generated levels that are fun to explore is a very hard task, however. _________________ "It is so great it is insanely great." |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sun Oct 03, 2010 6:13 am Post subject: |
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Disintegrate did nothing?!
Time for an emergency Update. It'll be done asap. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sun Oct 03, 2010 1:57 pm Post subject: |
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Updated: 10/03/2010
-Unstacked snakes
-Disentigrate Spell now available for real
-Monsters Drop gold
-Knife misses less
-Fixed saving/menu problems
-controls posted when starting a new game
-enemies start under/next to you less |
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RogerBlake
Joined: 25 Dec 2010 Posts: 4
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Posted: Sun Dec 26, 2010 6:59 pm Post subject: |
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just have fun through 3 level, so far it's easy yet effective, the idea of buying spell in a straight line as you build your way through the game connect to explore the levels for gold, it's a good adding. Still, some little things could get maddening on the long run:
- some lag on scrolling (it don't feel smooth)
- you could respawn on a monster after you died.
- two ennemy (particularly the ones who follow you) can get on the same spot, making them hard to spot, and hard to kill.
- enemy stay stuck on the wall sometimes
- mismatch between the list of spell and the explanation when you select on spell (i have this on magic pellet)
- couldn't buy health pellet
or else, it's quite fun to play, good job. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sun Dec 26, 2010 8:13 pm Post subject: |
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Thanks for the feedback, Um.. I think I forgot to update the version on castle paradox.
Oops..
I'll update it very soon |
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