Some ideas about new block types

Some ideas about new block types

Postby acme_pjz » 29 Mar 2011, 16:00

Few weeks ago I uploaded a version which supports player state saving/loading and swapping of player's and shadow's state, and checkpoint tile was added.

However, the checkpoint just save the state automatically when the player enters it.
I think it's better that when player in a checkpoint it won't save game automatically, unless you press F2 key (or some other key, e.g. down key)

And how about add a tile that enables the swapping of player's and shadow's state, if you're in the tile and press down key?

And moving blocks and spikes, and so on ... Any other ideas?
Some of my open source games on GitHub
User avatar
acme_pjz
 
Posts: 665
Joined: 10 Dec 2009, 15:32
Location: PeeKing, China

Re: Some ideas about new block types

Postby MCMic » 29 Mar 2011, 16:04

acme_pjz {l Wrote}:Few weeks ago I uploaded a version which supports player state saving/loading and swapping of player's and shadow's state, and checkpoint tile was added.

However, the checkpoint just save the state automatically when the player enters it.
I think it's better that when player in a checkpoint it won't save game automatically, unless you press F2 key (or some other key, e.g. down key)

Why?
I do not understand the point of having to press a key.

And how about add a tile that enables the swapping of player's and shadow's state, if you're in the tile and press down key?

And moving blocks and spikes, and so on ... Any other ideas?

Why not, it would need maps that are made to make the swapping useful.
User avatar
MCMic
 
Posts: 723
Joined: 05 Jan 2010, 17:40

Re: Some ideas about new block types

Postby Edward_Lii » 29 Mar 2011, 16:15

Hello all,

MCMic {l Wrote}:
acme_pjz {l Wrote}:Few weeks ago I uploaded a version which supports player state saving/loading and swapping of player's and shadow's state, and checkpoint tile was added.

However, the checkpoint just save the state automatically when the player enters it.
I think it's better that when player in a checkpoint it won't save game automatically, unless you press F2 key (or some other key, e.g. down key)

Why?
I do not understand the point of having to press a key.

Well imagine that you're walking past the checkpoint for the second time and you realize that you can't win the game.
Maybe your shadow is in a wrong position or even killed by some spikes, then it would be nice to revert to the previous checkpoint, but since you walked past that checkpoint again you can't.
I think we should give the player the choice to save or not.

MCMic {l Wrote}:
And how about add a tile that enables the swapping of player's and shadow's state, if you're in the tile and press down key?

And moving blocks and spikes, and so on ... Any other ideas?

Why not, it would need maps that are made to make the swapping useful.

I like the idea of swapping the player's and shadow's state, but I think it shouldn't be in the first levels.
It should come later in the game, just like moving blocks and checkpoints, start out with only blocks, spikes, etc...

And I think that the swapping could do with some feedback, maybe a sound?

acme_pjz {l Wrote}:And moving blocks and spikes, and so on ... Any other ideas?

A breakable block, every time you walk over it it will break a little more.
And after two or more steps it will break and disappear.
From,
Edward_Lii
User avatar
Edward_Lii
MnMS Moderator
 
Posts: 777
Joined: 20 Dec 2010, 16:46

Re: Some ideas about new block types

Postby acme_pjz » 02 Apr 2011, 18:40

Now swapping block is implemented, and when you enter the checkpoint or swapping block, you need to press 'DOWN' key to activate them. Also added the sound effect. And ImageManager which prevents loading same image multiple time ... and a menu of editor ;)
Attachments
meandmyshadow.7z
(363.25 KiB) Downloaded 319 times
Screenshot-1.png
Some of my open source games on GitHub
User avatar
acme_pjz
 
Posts: 665
Joined: 10 Dec 2009, 15:32
Location: PeeKing, China

Re: Some ideas about new block types

Postby KroArtem » 02 Apr 2011, 18:58

wow, sounds cool!
KroArtem
 
Posts: 375
Joined: 26 Aug 2010, 19:04

Re: Some ideas about new block types

Postby acme_pjz » 03 Apr 2011, 19:09

Now breakable block is implemented, feel free to change or modify the graphics (or code) of checkpoint/swapping block/fragile block :) ...
Attachments
meandmyshadow.7z
(367.25 KiB) Downloaded 321 times
Some of my open source games on GitHub
User avatar
acme_pjz
 
Posts: 665
Joined: 10 Dec 2009, 15:32
Location: PeeKing, China

Re: Some ideas about new block types

Postby KroArtem » 03 Apr 2011, 20:13

Hope Edward_Lii will add this code to svn repository :)
KroArtem
 
Posts: 375
Joined: 26 Aug 2010, 19:04

Re: Some ideas about new block types

Postby acme_pjz » 11 Apr 2011, 12:26

Currently in SVN following blocks are implemented :) Now some level using these blocks is welcomed ...

"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch"

Any new ideas?
Some of my open source games on GitHub
User avatar
acme_pjz
 
Posts: 665
Joined: 10 Dec 2009, 15:32
Location: PeeKing, China

Re: Some ideas about new block types

Postby Edward_Lii » 12 Apr 2011, 15:55

Hello acme_pjz,

acme_pjz {l Wrote}:Currently in SVN following blocks are implemented :) Now some level using these blocks is welcomed ...

"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch"

Any new ideas?

I think we should focus on something other than blocks.
We now have a large enough set of blocks to make a new range of levels.

Maybe we should think about the style of new graphics?
From,
Edward_Lii
User avatar
Edward_Lii
MnMS Moderator
 
Posts: 777
Joined: 20 Dec 2010, 16:46

Re: Some ideas about new block types

Postby acme_pjz » 13 Apr 2011, 06:34

Edward_Lii {l Wrote}:I think we should focus on something other than blocks.
We now have a large enough set of blocks to make a new range of levels.


Agree. And we should fix the bugs in existing blocks (if any) and physics about moving blocks ...

Edward_Lii {l Wrote}:Maybe we should think about the style of new graphics?


This is not for my business ;) Waiting for some other people to do it ... IMHO old school and weird style is good for this game :)
Some of my open source games on GitHub
User avatar
acme_pjz
 
Posts: 665
Joined: 10 Dec 2009, 15:32
Location: PeeKing, China

Who is online

Users browsing this forum: No registered users and 1 guest