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Author Topic: Cloud Scream > Development on Pause  (Read 86830 times)

Armok

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Re: WorldJem: Looking for a New Name
« Reply #210 on: October 27, 2009, 12:45:12 pm »

That looks awesome. another thing you could do is to make the amount of smoothing vary depending on some factors, like material or some worldgen erosion estimate.

I think the super-difficulty should be optional. Or at least, there should be a sandbox/wizard mode, because this looks like the kind of thing you might want to play with the physics engine of without worrying to much about gameplay stuff sometimes.

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Outcast Orange

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Re: WorldJem: Looking for a New Name
« Reply #211 on: October 27, 2009, 12:45:42 pm »

Sorry about all the posts, I just thought this seemed pretty intense:

Spoiler (click to show/hide)

That's the slope of a land pillar.
That would be an intense place to start a settlement.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Looking for a New Name
« Reply #212 on: October 27, 2009, 12:48:11 pm »

Armok, I've already thought about that.
I will have a wizard mode of sorts, but all the really cool stuff wont be included.
Basic building tools, standard maps.
The fancy stuff, hidden stuff, discoverable stuff, and all that will be not present.
I'll probably release them as two different versions side by side for a while.
It's kind of hard to get input from the player at startup.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Looking for a New Name
« Reply #213 on: October 27, 2009, 01:33:16 pm »

I was building something, merrily going along my way, WHEN SUDDENLY.
Spoiler (click to show/hide)
I sped off the edge of the map. :<
I hate that.

Outcast Orange

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Re: WorldJem: Looking for a New Name
« Reply #214 on: October 27, 2009, 06:43:39 pm »

Woah! You figured out how to build that?
Cool.
I figured it would be a little too hard to grasp the controls.
Cookie for you.

I'm going to dive into the code again.
Expect something breathtaking sometime in the next hour.
And a new version, where falling off is harder.
(maps will be bigger)
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Looking for a New Name
« Reply #215 on: October 27, 2009, 06:48:04 pm »

It is pretty difficult. I keep turning blocks into plate-type blocks all the time. Dx
Also, YAY COOKIE!

Armok

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Re: WorldJem: Looking for a New Name
« Reply #216 on: October 27, 2009, 07:25:46 pm »

Armok, I've already thought about that.
I will have a wizard mode of sorts, but all the really cool stuff wont be included.
Basic building tools, standard maps.
The fancy stuff, hidden stuff, discoverable stuff, and all that will be not present.
I'll probably release them as two different versions side by side for a while.
It's kind of hard to get input from the player at startup.
:(

That means I wont ever get to see it, because by the time I get time to actualy PLAY games again this prodject will have been finished and forgoten for years...

Also, I have been thinking, and I think many of the time travel ideas shuld be posible toimplement withoute to much strain on the comuter, depending on how you hav implemented some things.
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Outcast Orange

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Re: WorldJem: Looking for a New Name
« Reply #217 on: October 27, 2009, 07:51:24 pm »

Prepare to behold!

You may now behold!

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Do you all feel a little giddy inside?
I know I do!
Sorry about all of the tree bugs, they were a last second thing.
Enjoy though.

Linky:
http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc2952e26eec57b7fadfe515d15c8b368bfbe

Give me some screens of cool stuff you find/make.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Looking for a New Name
« Reply #218 on: October 27, 2009, 07:52:59 pm »

TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!!

DOWNLOADING.

Armok

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Re: WorldJem: Version 0.7 Released!
« Reply #219 on: October 27, 2009, 07:57:00 pm »

Treewin! I'm and eeeeeeeelf!
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Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #220 on: October 27, 2009, 08:04:16 pm »

My first adventure with trees. :)
Spoiler: Where I started (click to show/hide)
Spoiler: Mountain! :D (click to show/hide)
Spoiler: THIS WAS INTENTIONAL (click to show/hide)

(disregard the image names)

Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #221 on: October 27, 2009, 08:06:35 pm »

Sorry about the trees not having gravity...
I left the tag out by accident.
Also, some of them like to grow in the void.
This is not intentional.

You fall off a lot don't you?
I would avoid islands until water is more better.
They are really glitchy when they are created.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #222 on: October 27, 2009, 08:12:40 pm »

I meant falling was "intentional". <_<
Also, that was the first island I had chose.

timmeh

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Re: WorldJem: Version 0.7 Released!
« Reply #223 on: October 27, 2009, 08:22:30 pm »

Looks awesome!  As you already know, they seem to make the tile beneath them invisible... however, for whatever reason, taking out the bottom piece of the tree and making the tile beneath it a "plate type" fixes this...  They also work if you turn the trees upside-down :P


I found a bug though, I seem to be able to take the second section out of a tree while still on the ground below it, but I have to jump to put it back...

Notice the circled missing section?  I took that out without jumping. 

One quick suggestion too, it might be easier for the player to use the arrow keys to change the view, than the other letters.  Also, if you're interested, setting up the movement to move in the general direction of the camera shouldn't be too hard.  If you can get the angle of the camera you can figure which direction it's facing and adjust movement from there.  If you can figure that out, getting it to grab whatever's in front of him might be best.

Other than that, this is freaking awesome, I'm loving building stuff with it :D

[EDIT]: Before I come across as being mean, all the above are just suggestions, it's awesome as it is, those are just ideas I personally think could make it better.
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #224 on: October 27, 2009, 08:27:16 pm »

Thank you for all of the input timmeh!
I know of all the tree glitches, but I didn't have enough time just now to do them properly.
I'll get around to them.

Arrow keys: I have no idea how. They are special keys.

Camera stuff: The angles don't seem to work like you would assume.
I will have to experiment to get it right.
I'll think about it, but right now it just sounds like a headache.

Don't worry dude, everything will be fixed eventually.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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