Author Topic: Project Feedback - Imagination Quest  (Read 35357 times)

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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #75 on: August 29, 2010, 12:43:36 pm »
@DJ you mean the drop down box?  yeah, that's probably a good idea.

EDIT: Oops, sorry player, didn't see your post.

        Thanks.  I'm not sure the right/left option would be useful.  Like I said earlier, I'm going to use turn-by-turn RPG style battles.  However, I'll work on it.  If it doesn't slow the character movement down noticeably, then I'll use it.

EDIT 2: Hmm...I can't seem to find a sprite that isn't symmetrical that looks good.  I won't use pixel modification.  If someone can come up with a sprite that looks like it has a gun, and can flip vertically I'll use it.  (maybe use the little plus symbol, not the character but the one where you can place it anywhere on screen?)
« Last Edit: August 29, 2010, 02:36:54 pm by MRide »

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #76 on: August 29, 2010, 03:32:10 pm »
I'm not sure what kind of sprite is being asked for.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #77 on: August 29, 2010, 04:13:27 pm »
One that can be flipped vertically.  it should look like its holding a gun.  I'd rather not use pixel modification.

I was thinking maybe something with the little cross you can get with the pt-on command?

Here's one I came up with:



It's not great, but it displays faster than dual-layer.
« Last Edit: August 29, 2010, 04:40:02 pm by MRide »

Offline DJ Omnimaga

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Re: Project Feedback - Imagination Quest
« Reply #78 on: August 30, 2010, 01:22:01 am »
Seems kinda good. I guess you should use it if it displays faster. Just don't use such modification for the tilemap individual tiles, though, as it may make the code pretty large.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #79 on: August 30, 2010, 12:04:42 pm »
I kind of like the first one better, but that one allows for the right/left flip.  It also takes up less memory.  (The plus won't overwrite the X).
The key puzzle is coming along well.  Definitely by the weekend I'll have the next update finished.

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Re: Project Feedback - Imagination Quest
« Reply #80 on: August 30, 2010, 02:52:22 pm »
Cool to hear :). Can't wait to try it. I hope it's not too hard, though, lol (I suck at puzzles x.x)
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #81 on: August 30, 2010, 09:20:22 pm »
Phew.  close call.  My map program got screwed up and I almost lost all 3840 characters.  Luckily, I had the strings stored in memory from the last execution.  Disaster averted.

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Re: Project Feedback - Imagination Quest
« Reply #82 on: August 31, 2010, 03:51:49 am »
OUCH! That sucks when that happen. Hence my backup reminders lately. I'm glad you still got to save your map in extremis at least.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #83 on: August 31, 2010, 07:23:05 pm »
Isn't wasn't really bad at all. I just ran the program, and DCS came up with an error message.  The first layer data was all messed up and the second layer was gone, but I only had to recall two strings and everything was fixed.

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #84 on: September 01, 2010, 08:03:40 pm »
Well, I've basically finished the key puzzle program.  It's very similar to the game in the link Builderboy posted.  You lower the teeth on a key, and insert into a lock.  If all the wires or whatever line up, the lock opens.  The trick is, you can't raise the teeth on the key, only lower them.  The user can toss their old key and get a new one, but they only get three keys.
Currently, I've got the height of the wires at a set length, so it's the same if you try again (after you use all the keys).  I'm considering making the wire heights random, so if they use up the keys and try again, the puzzle will be different.  Suggestions?

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Re: Project Feedback - Imagination Quest
« Reply #85 on: September 01, 2010, 10:49:16 pm »
Interesting puzzle. I think you should make the wire heights random, though, so people who played the game or saw someone play won't already know a combination.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #86 on: September 01, 2010, 11:08:43 pm »
Yeah, I'll probably do that.  I was also considering adding difficulty levels (2 keys, 1 key).

I'll post a screenshot when I can.  Now I'm off to come up
 with ideas for the title screen.

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Re: Project Feedback - Imagination Quest
« Reply #87 on: September 02, 2010, 02:38:14 am »
Difficulty levels sounds cool. ^^
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #88 on: September 03, 2010, 05:17:39 pm »
All right, here are a couple screen shots of updates.  The first one is of the key puzzle, and the second one is of an idea for a title screen.





While I think the title screen looks cool, I'm not sure that it matches everything else.  The flowing script doesn't really go with futuristic/computer stuff.  What do you guys think?  I'll work on a more square, computer-like font to compare.

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #89 on: September 03, 2010, 05:43:27 pm »
Those look really cool! The only thing with the key game is that do you not get to see the key heights first? Because how are you supposed to know what to guess at first?
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