I kinda like just calling the character "Adventurer", it's very classic PC-game. Nintendo was the one who had you naming your character (4 whole letters!). I often just called it "Link".
How does your HP system work? When the enemy attacks, it looked like you took very small damage. (Video 2.) Do you have a way to regenerate HP? (I could see a system where you level up and it regenerates your HP. Basically you want to gain enough exp to level up before you die. Your HP could stay constant the whole game, but as you level up your defense gets better.)
This project has stemmed from the QB tile engine idea from the previous thread where I decided to try and make it in COBOL ( https://nediscapp.herokuapp.com/discussion.cgi?disc=46108&article=36793&page=0 ). It's been slow going with work and everything but I think it's finally getting somewhere! :... more
I was trying to think of other "nifty" tile 'effects' I could add besides just teleports and decided to also add conveyor belts.
These push the player in the direction that they're programmed to push in at each game tick. The player can speed up using these by going with the direction of the b... more
I remember conveyor belts with some versions of Zelda. They would also have a switch to change the direction of some belts, so you couldn't access something without finding the switch first.
You'd also sometimes be propelled towards an enemy, so you had a problem you had to fix first.
I was already thinking of switches to open doors and such but didn't think about reversing the conveyor belt's direction.
I guess I can reverse the foreground and background color when they get reversed. The tile character can be anything so I don't think I can just swap it to a "
I created a test world that requires you to flip the switches back and forth to get to the exit teleport.
I guess I could have picked more contrasting colors, but for just a test I think it's okay. I'm currently not sure if I want to keep the "blinking" while reversed feature or not. (Actually... more
That hidden or secret wall, though, I'd never have discovered. There was a game called "Milton's Secret Castle" or something. Waste for $5 on the Wii Play store. You basically had to know where everything was to unlock secrets or hidden things, and try everything on every tile. ... more
Yeah, I guess I could have set the conveyor belt to push you all the way into the wall or something. Where that secret wall is now, you can't exit back out any other way but it could leave you pressing every wall to see which one might "open". (If you even knew that was a possibility).
way to show new features to the player. Give them a spot to learn it so that they know how it works in the future (or know to look out for it.) I remember reading the first level in the original Super Mario Bros was designed like this. It showcased jumping, enemies, pits, star power, mushroom, flowe... more
Before they're stuck?
I just don't understand them... People that is. Some will read, some won't but they'll all play the game.
The cool thing about the first level was it did all those teaching things but still felt like "level 1" of the game. Some games have a "teaching" mode that feels ex... more
go "yeah yeah, I got it." then get stuck and go back to it and "ok what did I miss?" haha
For the game, I was thinking like a small set of maps (or probably just one) that just walked you through the different things. That way you're not sitting there reading dense text and get a little sandbox a... more
damage to either 1 or 2 so that they wouldn't kill me before moving to the next section.
Right now, your health gets increased and refilled at every level up. I plan on adding health items that will heal you for a certain amount when you pick them up down the road.
I think in Zelda for N... more
Making sure someone gets some playtime for their quarter (arcade game reference) while not making things too easy so they get too much play time.
Yeah, I'm thinking the Capcom Zeldas on Gameboy did 5 letters. It's been a long time since I played the other ones.
At least not for me!
Right now, I'm not really worrying about it so much as the test level data formats are still in flux with me making changes. All the levels in the screenshots/videos no longer work with the current version of the editor and engine. I have a few test levels I've thrown toge... more