sendy
Processing Plant
Posts: 21
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Post by sendy on Feb 14, 2015 10:25:22 GMT
I have some more screens, but they're prototypes and not connected to the map yet. All I want to add here is maybe a bird flying back and fourth in the sky. No story yet, I'm just making a platform game, there is stuff, you collect it, blah blah blah
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Post by yerzmyey on Feb 18, 2015 23:27:15 GMT
It looks very well!!!!
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sendy
Processing Plant
Posts: 21
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Post by sendy on Feb 19, 2015 16:40:49 GMT
Thanks! But I've soon realised that the level format for screens is based on detail. I had reserved 40 of them, thinking AGD stores them uncompressed, but it seems compression is actually in play, such that the more detail you add, the more memory you spend. So I've had to slam the brakes on the details a bit. I'll be happy if I break 20 rooms, but in the process I've had some nice features: 1) I have a couple of bidirectional enemies, a bird that flies back and fourth and one I haven't drawn yet (probably a robot) 2) I have animated conveyors and water made out of sprites 3) I have a "patch vector" enemy which can do different things in different rooms, such as boulders that fall down, one-way enemies, homing enemies, etc. 4) Vertical guardians can have their speed set per room 5) Fans that blow you upwards 6) Unique sound effects! 7) I am a chiptune musician, so hope to add my own song from Beepola, memory permitting I will post an updated map soon, I now have 10 rooms finished. Super fingers crossed for a 128k AGD. Will happily pay for it even if it's not 100% bug free. (I save after every edit, so it's ok).
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sendy
Processing Plant
Posts: 21
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Post by sendy on Feb 22, 2015 20:35:34 GMT
The map is coming along nicely. Note that technical blocks - arrows and dots, should be blank in the final game, but are visible at the moment for ease of editing. Attachments:
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