Greetings test subject number 69,105. In order to be returned to your previous location, please follow the directions provided on the walls. Please also note, that outside interference is not needed to be returned to your previous location. Now, please proceed to read the instructions on the wall as directed.
...
Your eyes open.
You: "Ugh, where am I again? What do I do? What did I do?..."
You: "Oh yeah, follow the signs, right. I'd still like to know how I got here. Okay, here we go..."
...
You: "Ugh, there's a wall here that I can't see-*"
???: "Eheh heh heh. Ohh, you poor little thing. Need some help?"
You: "Huh? The signs said -."
???: "Oh pishaw. The signs don't know half what's going on here anyways. Do you want my help or not?"
You: "Sigh, I guess so. What do I do?"
???: "Hmmm? Oh, right, press C."
You: "What do you mean by...oh, the keyboards right in front of me, okay....What on earth?!"
???: "I thought you'd like that. In fact, you could always use it. It just didn't tell you cause he's mean like that. Now run along, I'll catch up with you later. And hopefully by then we'll be able to give mister smarty pants here a lessen or too. Heh heh heh..."
You: "Hey wait!...It's gone, whatever it was. All right, I guess I can buy this. Okay, here I go!"
//About
Made in: Flixel
Release date: I just crunched the numbers again.
At the latest, before thanksgiving holdiay.
The game takes a little less then a minute to load. This could be taken care of with a preloader. However, the reason you don't see it is that swfcabin hates flixel's preloader for some reason. So give it a couple seconds to load okay?
Project Forums
Topics
Posts
Last Post
Public Forum Public forum for open project discussion
0
0
No Posts
Private Forum Private forum for project members only
The good news is that it's a workable system. The bad news is that I'm not getting luck on collisions. I'll have to try and work that into the system somehow.
However, this means that I can start implenting it into levels. That said, I won't make a new post for a while. At least not until I get the following items done:
-collisions
-spinning those traps
-adding other objects
-adding Jon C-B's levels
-creating a few testing levels
-test teleporters
-getting gameplay demo video done
Then I'll post again. In the mean time, I'm getting ready to participate in ludum dare in about 5 hours or so from now. Hopefully I'll have a game for you to play Monday after I clean it up a little.
So, until then,
Cheers!
(i just noticed, thanks for the fave random someone!)
Welll ain't this just ducky. I browse the tigsource forums yesterday checking up on some stuff and there happened to be a post about webcomics. Seeing as I like webcomics and currently read about, 4 or so, when I found an interesting name in the list. You would imagine my surprise when I found a familiar name.
Yes, truth be told, someone had listed the webcomic, "Blip" as one of there favourites. You can bet my reaction. Stunned, shocked, a bit outraged, and mostly upset. Especially since I've been working on this particular project since early June. I've also never seen, heard, or read any of the comic or new of it's existance. But NOW I have to make a name change. Otherwise, people will think I'm ripping off said comic or think that I'm making a fan game of it.
While "Blip" is in quotes, meaning as it's not meant to be the original name, I had grown quite fond of it. I was intending to use it as it is, but alas, I cannot now. So, I have some sort of an agenda this week before Ludum Dare begins on Friday.
-Look through jon c-b's levels
-get array system in place
-figure out new name for project "?"
(maybe i could call it qoute?...nah, cave story ripoff)
I'll be making a bigger update later this weekend or so. But I wanted to talk about how my levels worked first.
Basically I have what I'm starting to call a 'stage' system. Let's take the easiest level as an example, Level 1.
For each level, there are 3 overall layers to it. Front, Middle, and Back sections to be exact. These sections will be connected via doors within the levels themselves.
You have an area where you enter the level. And then an Exit Door that will take you to the next level. I'm still debating as to whether or not to have the Exit in the same spot for each level. It's still up in the air. And so will the Exit be sometimes.
So, to make it a little easier, the levels are like 3 levels in one. So, here's another level to dissect. Suppose the Exit door is down a flight of stairs behind some sort of gate. There's a button above the door. So naturally you go up and push it. You hear a clicking noise, but that doesn't raise the gate. Instead, another unmarked door appears.
Going through that door, you see a button behind a gate, and a stack of boxes on the other side of the room. Conclusively, you push over the boxes revealing a hidden doorway. Going through this door, you find a small room with a single button (for those keeping track, this is the Back section). Pushing the button reveals a clicking noise.
Satisfied, you return to the previous room. Only to find the gate is NOT raised. Puzzled, you go to the first room again. That gate isn't raised either? Yet you heard a clicking noise? What did you do? And how do you get out of this one???
Have fun thinking about it...
@jon C-B: Pm will be sent later.
(hint, it's about not seeing, so obviously you need to activate something that let's you see the un-seen)