Maidens of the Kaleidoscope
~Beyond the Border~ => Akyu's Arcade => Topic started by: Lopsidation on January 25, 2010, 05:12:09 PM
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I'm working on a game! My first real game, actually.
Here's the latest version (http://www.linushamilton.com/split.html).
Keep in mind these are the prot type graphics, hopefully it won't look anything like this if when it's done.
Blue circles- you control these.
Blue rectangles- walls. You bounce off them.
Red rectangle- button. One of the walls is intangible when it's pressed down.
Purple spikes- spikes! Don't touch.
Stars- collect them all to go to the next level.
Anyway, I'm making this thread to motivate myself into actually getting it finished. If I don't update for a week, either 1) Yell at me or 2) My computer was eaten.
Also if you have suggestions on what to add or what's so terribly stupid that I should delete it now, tell me! I'll put in a Shrinemaiden level set if you guys are interested enough.
Stay tuned for the next exciting post on: basic gameplay ideas! Or: How on earth do I play this thing, seriously
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Oh man I'm back!
Basically, how you play is: you tap an arrow to start moving in that direction. Or rather, tapping an arrow splits a new circle from all the ones you have so far.
(http://img23.imageshack.us/img23/6386/gameplayexplanation.jpg)
In the upper left hand corner, the player tapped right, waited a bit, then tapped up. The final arrangement of the balls is:
o o
o o
as shown in the picture.
Using this you can make a few simple puzzles, like the one in the lower right of the pic where you have 2 'splits' to collect the stars.
Split is probably going to be mostly a puzzle game, building off this idea to make trickier and trickier puzzles.
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I'm moving this to Akyu's Arcade, it fits there better and I think you're more likely to get worthwhile responses there.
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Okay, thanks.
Today I worked on ridiculously accurate corner collision detection. I need this because before, after bouncing off a corner, circles could spend a frame or two still touching it. This completely messes up positioning, even with the quick fix I had before.
So, I programmed it to bring the ball exactly to where it would hit the corner before bouncing. It works!
Next up, possibly tomorrow: I link to a version you can actually play. It might even have a couple of actual levels!
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Here it is (http://www.linushamilton.com/split.html).
Has two simple puzzles and one more complicated one. Hm, maybe I should start calling it the alpha version instead of the prot type. If it doesn't respond, click it and try again- that's a weird behavior in Flash.
How do you like it?
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I'm going to be boring so I'll just say that I like it. :V
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Coded pittraps (collapse after a ball rolls across them) and cracked walls (break after they're bounced on) today. Also I have a new system of wall declarations where I can just declare some variables and a wall will automatically be a certain type.
There's a problem though! If a ball's trapped inside a wall (like if a button closes the wall under it) the normal behavior is just to keep rolling until it gets out. But this creates all sorts of weird bugs, like a ball rolling from a pittrap into a solid wall.
Also, just 1 reply? If noone's interested in this I'll just post the link when I'm finally done.