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Slimes
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Sat Jul 18, 2009 6:59 pm    Post subject: Reply with quote

yea, I guess I should make that look better. I suppose the transitions.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Thu Jul 23, 2009 7:48 pm    Post subject: Reply with quote

How's this?


So, my progress. I've started on the levels that will be in the final product. I've finished 10 of the 50 I plan to have in the game. They build rather fast thanks to having ideas and plans for a level creation system. The only thing that's missing with that is the save and load function, also I haven't really decided how I want the menus to look.

Other then that, I'd basically be ready to release a Demo, if I was releasing one. I'm not going to for 2 reasons.
1. First impressions are important, and I'd like to make the best one possible.
2. I plan on finishing it pretty soon anyways.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Fri Jul 24, 2009 9:20 am    Post subject: Reply with quote

That's much better.
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Sat Jul 25, 2009 9:59 am    Post subject: Reply with quote

Wow, this looks like its going to be amazing! Its remarkable just how much the OHRRPGCE can do besides rpgs! Im downloading this as soon as it's released!
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Sat Jul 25, 2009 9:57 pm    Post subject: Reply with quote

I hit a snag today, which is causing me to rethink my plans for a level selector. I originally planned to have a 1 line menu that scrolled through all the level numbers makings it look like one of those older level selectors from like SNES or something. But apparently Menus are limited to 20 items.... Wish I had payed closer attention to the limitations of OHR.

Anyways, this puts me back to square one on the level selector. Sigh...
Now I'll need to make a Map specific script that has some sort of mouse/icon interaction.
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 491
Location: South Florida

PostPosted: Sun Jul 26, 2009 2:08 pm    Post subject: Reply with quote

Why don't you just add a bitset at the end of the menu that activates "Page 2?"

You can see examples of this in Surlaw Armageddon's glossary and Entrepreneur: The Beginning's customer list. Both games have menus that exceed 20 items.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Sun Jul 26, 2009 7:05 pm    Post subject: Reply with quote

I was thinking of doing this. It's just, that it looked kind of lame. However, I'm fiddling with a multi-menu lay out that Will perhaps trick the player into thinking it's what I originally wanted.

First I plan to limit the selections seen to 1.

Then, the plan is to Make Menu 1 have a list of Levels 0-5
then each of those leads to another menu listing levels 01-09,10-19,20-21....
Thus creating a scrolling number effect.

I'm going to see who this tests. But if it doesn't go well I'll most likely go back to scripting some kind of complicated mouse selection menu.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Mon Jul 27, 2009 1:58 pm    Post subject: Reply with quote

Today I fixed some problems with mouse cursor layering, however I found some more...

Why are strings displayed over slices?!

I also made a couple more levels.

I'm going to re-post the lists of things I still need to do because I dislike having to go back a page to check it.


Quote:
Make levels ( 30 made, of the 50 I plan to have )
Make Level Select
Make Tutorial
Make Level Creator
Make Credits
Test
BugFix


Last edited by Spoon Weaver on Mon Aug 03, 2009 2:09 pm; edited 5 times in total
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
Posts: 3378
Location: Seattle, WA

PostPosted: Mon Jul 27, 2009 2:28 pm    Post subject: Reply with quote

Spoon Weaver wrote:
Why are strings displayed over slices?!


Um, so that you can put strings inside of rects?



(Above: Strings. Inside of rects.)
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Spoon Weaver




Joined: 18 Nov 2008
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PostPosted: Mon Jul 27, 2009 3:03 pm    Post subject: Reply with quote

Hmm... yes, that makes sense. Though it doesn't help me figure out how I should deal with the numbers over cursor issue. Though I suppose it's not that big a deal. I might release with it the way it is.
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Moogle1
Scourge of the Seas
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PostPosted: Tue Jul 28, 2009 7:25 am    Post subject: Reply with quote

...Turn the numbers into sprites?
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Spoon Weaver




Joined: 18 Nov 2008
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PostPosted: Tue Jul 28, 2009 1:37 pm    Post subject: Reply with quote

Easier said then done.

I've already started doing this. The string showing the number of tools left for each tool was fairly easy. The timer is proving more difficult however. Work is going slow on this part, but it's going none the less.

Also,
To anyone who's reading.
Thank you for your interest.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
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PostPosted: Fri Jul 31, 2009 3:39 pm    Post subject: Reply with quote

I've mostly worked on audio this week. I added sound effects and a musical score from soundsnap.com. It's a pretty cool site as far as indy game music goes. Pretty everything on here is royalty free, though it doesn't hurt to ask the developers. I know i'd like to be asked.
Also,I've fixed a lot of little bugs and semi-glitches that were kind of annoying me. I had some people over to test slimes and that helped with level design a lot. I think I have a pretty good idea of the direction it's gonna go.
-
The Level Selector is working but it's not done at all because of the potential game ending crashes it's been cause for some reason. Definately have to give that a second look.
-
Making a tutorial is proving difficult for me. Thankfully, I hhelpful testers that ask all the right questions. After a few more testing session I think I'll have a pretty good idea of what needs to be said here.
-
I'm worried about the level creator. I took a pretty hard crack at it and it just didn't turn out the way I wanted it. I may have to scrap the idea, which sucks because I really liked the idea.
-
And of course, the credits can't be done till I'm sure who alls going to have worked on it.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3218
Location: Matakana

PostPosted: Sat Aug 01, 2009 6:57 pm    Post subject: Reply with quote

Moogle1 wrote:
Spoon Weaver wrote:
Why are strings displayed over slices?!


Um, so that you can put strings inside of rects?


Actually not the reason at all, it's totally accidental.

Anyway, use text slices. They're the newest type of slice.


BTW, sorry about that 20 menu item limit. It's actually the fault of an unbelievably stupid freebasic flaw. We will have to work around it.
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Spoon Weaver




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

PostPosted: Mon Aug 03, 2009 2:16 pm    Post subject: Reply with quote

So, slimy things are going smoothly. The level selector is done. All that's left is to connect the levels, which aren't done yet. I have 30 playable levels of the 50 I want, so that's looking good.

I made the tutorial, though I'm not sure if it tells the player everything they need to know. Might have to work on it.

I'm not too worried about the layering issues at this point. I'm most likely going to fix them, but none of the play testers seemed to even notice. So, I think the game's fine with or without fixing them.

The level creator is a real bastard. Every part of it isn't working the way I want it to.
Would my game would still be considered complete without it?
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