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Buelle's Side Scrolling Adventure

 
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Mar 15, 2009 3:52 pm    Post subject: Buelle's Side Scrolling Adventure Reply with quote



Progress screens to come when appropriately available.

[Progress]

3/16/09
-Aerial Attack, functional!
-Getting hurt provides appropriate temporary immunity.
-Enemies explode with a satisfying "Bhwoom!" sound.
-Town NPC's will face whatever appropriate direction to face you.
-Preliminary set-up for the first actual Dungeon.

3/17/09
-Enemy HP implemented!
-Lance is now less spammable and more styl'n.
-Dwarf Fortress Layout of Floor 1, completed! (1/5)

3/18/09
-First complex enemy, the Gobber, created! (1/3)
-Dwarf Fortress Layout of Floor 2, completed! (2/5)
-Decided against having the hero knockbacked after hitting an enemy.
-Second complex enemy, the Slinger, created! (2/3)
-Dungeon Layout, completed! (5/5)

3/19/09
-Slice workings, adequate. Mini-boss Implementation: Completely done! (2/2)

3/20/09
-Found out about sprite functions. Wonderful.
-Discovered a wall-jump glitch. This is awesome and I'm going to incorporate it into the game.
-Discovered infinite-jump bug. Fixed it, which fixed the wall-jump glitch as well :(

3/21/09
-All of the fortress' maps are chained together.
-Third complex enemy, the Stone Bug, created! (3/3)
-Dungeon's final boss, completed! (1/1)
-Dungeon-ending-cutscene, complete (2/2)
-Edited the mini-boss around the game-crashing bug. He's all good now.

[Currently Working On]

- Fill up the Dwarven village with residents and textboxes.
- Have one of the Dwarves teach Buelle a special technique.
- Design the special technique.

- Experience and Leveling (0/x)


[Tweaks/Fixes]

3/21/09
-Leaving the first town uses a collision-check instead of forcing the player to consider the exit as a manual door.
-Hitting [esc] pauses the game and gives you the option of quitting or not.
-You can stand on the roofs of the first town's houses now.
-The Tunnelous is cut out, for now. It seems pretty out of place at the moment.
-Map captions stay on the screen for a little longer.
-Buelle can attack in his 9 ticks of invincibility (This may need to be increased later).

3/22/09
-Fixed game-freezing bug that occurs when you are killed by the red-guy's slimes.
-Made Buelle's hit-box smaller.
-Modified all enemy hit-boxes.


Last edited by TwinHamster on Sun Mar 22, 2009 7:46 am; edited 37 times in total
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Mon Mar 16, 2009 12:06 pm    Post subject: Reply with quote

Platformer fever has struck castle paradox and no one can seem to stop it!

this game looks promising, hope to see some interesting battles and bosses here!
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
Location: @home

PostPosted: Mon Mar 16, 2009 12:29 pm    Post subject: Reply with quote

glad i could inspire you
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Wed Mar 18, 2009 5:37 pm    Post subject: Reply with quote


That Goblin there? Yeah, he's flinging those rocks at you.

And when you try to chase him, he runs away. What a wuss!

Are you going to take this kind of abuse from a wuss? Of course not.


Oy oy oy! Check out this guy's axe: It's not just for show!

These two can be pretty easy to face on their own.
But if they were to group up...oh bother!

NPC extra data is great!
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Mar 21, 2009 11:40 am    Post subject: Reply with quote

All right!
I've got a complete dungeon and a couple of other maps.

There's still quite a bit of polishing to do, but I believe the game-play is solid.
It'd be great if someone(s) could volunteer to play-test the game to confirm this and to make suggestions on how to improve the game.

[Edit] Playtesting positions filled, thanks guys.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Mon Mar 23, 2009 6:42 am    Post subject: Reply with quote

Oh! When I first saw that post, I thought you meant that the rock slinger ran and jumped away until you approached him, where upon he pulled out an axe for close combat. I'm so disappointed to realise that you didn't just implement the best AI in any OHR game :(
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Mar 23, 2009 8:43 am    Post subject: Reply with quote

The Mad Cacti wrote:
Oh! When I first saw that post, I thought you meant that the rock slinger ran and jumped away until you approached him, where upon he pulled out an axe for close combat. I'm so disappointed to realise that you didn't just implement the best AI in any OHR game Sad...


This sounds totally rad and I'm disappointed in not thinking of that.
I think it'd be neat to have a multi-function enemy like that for later. Happy
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