Monthly Archive for November, 2011

Time Trial and Extra Level up for Caves!

[Edit: Looks like some things in the first upload was a bad export, and with a few other problems. Should be fixed now!]

All those bug fixes, Time Trial’s been in there, but I figured I’d mention it in a post.

And, that door should be working now. Added some doodles to show kinda where you need to go, but the level’s supposed to be very very difficult to complete, let me know if it’s clear enough, or if you think it’s unbeatable, heh.

Also, been doing some more work on the combat, lots of tweaking to little things like how baddies act when they’re flying in the air, how far you hit them, all that, so have a few rounds in the Baddie Arena if you want to give some feedback on how that all feels.

I’ve done a bit of polishing on the swimming, too, so if you want to have a go at breaking that also, be my guest :)

Next up: Challenge level! I thought it would be a good time to make a super awesome Snailshell Golf dedicated level for World 3. Whatcha think?

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Lots of bug fixes and…

Bunch of things should be fixed. There’s one more thing, but I don’t want to point it out. Let me know what you think. It’s something that I’ve been going back and forth on for awhile now, but I figured see how you guys feel about it.

If you’re having some trouble figuring out what I did, go fight something with the pencil, should be most obvious there.

Sneak Peek. Might want to just go ahead and clear your cache first.

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World 3: Report 33 – Fancy Cave Art

[Unrelated Thought: So how many of you would like to see a really difficult bonus level, something that would separate the men from the boys, as they say? Or would that just be too frustrating?]

Play the latest Sneak Peek online now!

Report 33!

I actually didn’t notice that I was playing with the very latest build, with most of the squiggles finished already. Oh well, guess I’ll upload that, too.

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Cave Building: Update #3

Backgrounds done! Bugs fixed! Thanks to everyone would sent in replays, and your welcome for fixing them ;)

Can’t remember all the things I did, at the moment, I’m going to get some sleep then make a real post about it later…

Actually, better idea, here’s a few more bug fixes for now, and I’ll make another video tomorrow.

Got a nice bundle of tweaks here, let’s see what you guys think:

- Mouse health lowered, from 120 to 80. For reference, Spiders are at 40.
- Animated the Spider’s head to be a bit bouncier during the walk cycle. I don’t know, seems to fit better with all the new bounciness.
- Speaking of which, mouse bounciness tightened up some.
- FPM ‘stall’ jump clip finished, though it should appear less now, anyway. Hopefully now no one thinks it’s the game bugging out anymore, heh.
- Fixes to the player’s sliding clip, should be impossible to get hurt while slide tackling spiders, even when they’re protected.
- Jump rolling attacks properly.
- Plenty of little fixes to interaction with stunned, stun jumping, and protected baddies.

Check out the new changes for yourself here!

Alright, back to work!

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Cave Building: Update #2

Play the Sneak Peek now to check out all the updates!

Update 2 – 1:

Lots of little bug fixes, mostly. More background work done, should be finished with the frontmost background soon.

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First up we have the Caverns background. At least, the beginning of it. Like I said before, I tend to concentrate the most effort into the beginning as I try out new things, but here, you can take a look at my scribbly rough outlines in the rest of the level. That’s just to make sure that everything lines up properly before spending the time drawing decent lines. I also plastered a the color around the temporary background throughout most of the level, just to make sure it looks good everywhere. I keep everything on separate layers, since I tend to make up my mind a few times on the colors as I progress.

For the background, I’m trying out the three tone shading that Over the Top introduced to FPA while working on the console game, to keep the closer backgrounds simple enough to not obscure the player, but not too simple to look flat. I’m actually not sure if I want to make the closest layer less detailed, then move the stalactites back one layer, so the camera doesn’t look so cramped. Whatchy’all think?

I almost hate Googling for real life caves for inspiration, they just look so much better than any level I could ever draw. Real life in is, like, SUPER HD or something :(

Lots of bugs with the baddies should be fixed, I went back through all the code handling player interaction and fixed a bunch of it (some of this code is over 5 years old :O).

I really liked how springy the spiders with hats felt, so I extended that bit of code to work with regular spiders to. They’ll react properly while being slide into and headbutted and kicked and all that now, looks much more dynamic, I think.

Also, gave the Spiders some non-festive headwear, but they’ll need a few more hats to keep things fresh. I’m kinda looking forward to making some level specific hats for them (and no, sorry, W3 Flash won’t have hats for FPM like the console game does :( )

So there it is, keep those bug reports coming, and remember to clear your cache before playing to get the latest version!

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