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Topic, Game "Obscurity" | ||||||
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You must register or log in to post a message.Whee! That was fun :D I tie you! >:OGreat to play an Obscurity level again :) Highscore, btw C: Great to play an Obscurity level again :) Highscore, btw C: For non-testers: http://x0.no/g3mj I can't figure out what facility it talks about... Quoting Who would make a level with tons of elephants, quintapi etc next to each other? Great idea! XP Why, John Cooney of course! Embeded images tend to result in really big level codes. ^_^ I've been doing some reading on video game architecture. I'm constantly reminded how the obscurity code could be made so much more efficient, and as always I'm torn between the balance of how to write code that works and how to write code that's clean and elegant. I'm hopefully not about to make any radical changes to the codebase, but there's some huge productivity killers in there. E.g. One class per entity, with each entity having it's own custom-written behaviour (except a few shared components for stuff like flight and physics). I checked the other day and there's like 7 different steps required just to create a working entity in the game and level editor. Though to a point I feel like this is the best I could do with the tools at hand, without resorting to masses of configuration files and over-engineered code (or worse, putting the burden of editing JSON and XML snippets onto the people designing the levels) Anyway, I shall finish adding fish and acidic liquid tomorrow. :) The new feature is really nice, btw. Well done! :) They share graphics with the custom tilesheet. Create a custom animation entity from the menu and then edit the properties. You have to provide a comma-separated list of frames that your animation will have. Each frame on the sprite sheet is 12x12 pixels, and the first frame is number 0. You can also have larger frames (24x24, 48x48, etc.) using the width and height settings (which will also change the frame numbers accordingly) What should I work on next? | Games forumPlay Game "Obscurity"First post of the topicHi guys, I'll hopefully be starting the test phase some time this week. If you're not a tester, you can still check the game out and share your small levels using the public beta page (if the links become too big, they won't work). obscurity.html If you have any cool story ideas or level concepts, that require a certain feature to be implemented, let me know and I'll consider adding it. There's now a topic for feature requests |
edit: Wow GL that level is really cool! Good aesthetic and choice of colours. The lava parkour was awesome :)
Feedback: the blue key is really far away and there's nothing to do after you get it other than head to the exit (makes the end of the level a little boring). Also, you might want to add some consistency to the doors (if A goes to B, then B should go back to A)