Author Topic: Limbo  (Read 7028 times)

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Offline josh landers

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Limbo
« on: February 28, 2014, 05:25:04 pm »
I've started on a game it's called limbo and it's going to be a port from the original arcade style game it won't resemble it. I wanted to switch from a 2d platformer and it to a 2d maze. the rules are simple: if  you touch the wall you lose a life, if you fall more than four pixels  a life is lost 3 lifes lost, you start from scratch.
« Last Edit: February 28, 2014, 05:25:38 pm by josh landers »

Offline LDStudios

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Re: Limbo
« Reply #1 on: February 28, 2014, 06:39:41 pm »
I once made a game loosely inspired off of LIMBO:
http://ourl.ca/19991

Pretty different, but LIMBO is where the inspiration came from.



Offline josh landers

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Re: Limbo
« Reply #2 on: February 28, 2014, 11:26:47 pm »
It looks really good.  Yah my idea is sorta like the games gravity switchs and your suddenly falling. I wanted to call it Afterlife but thats too many characters...

Offline josh landers

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Re: Limbo
« Reply #3 on: March 01, 2014, 03:17:28 pm »
So after sitting down and planning all morning long I have fully planed my game.
Features include
*a maze/platformer style
*increasing difficulty
*lack of instructions (just like the original)
*death traps that will be in later levels.
« Last Edit: March 01, 2014, 03:17:43 pm by josh landers »

Offline DJ Omnimaga

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Re: Limbo
« Reply #4 on: March 01, 2014, 03:46:51 pm »
Seems interesting. Is it a bit like the real life limbo game too? (where you have to pass under a pole and the pole is moved down after each turn)

Offline josh landers

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Re: Limbo
« Reply #5 on: March 01, 2014, 03:49:15 pm »
Well I thought about it but... sadly no.  Atleast not in its first iteration it wont. It will have, death by jumping too far, drowning,  and those creepy saws.

:banghead: I just realized your question. ... and now feel like a derp....
Not that kinda limbo.... the game for computers. God I feel stupid...

(MODEDIT: Hey try not to double post when you can thanks! ~ geekboy1011)
« Last Edit: March 05, 2014, 04:52:49 pm by Geekboy1011 »

Offline DJ Omnimaga

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Re: Limbo
« Reply #6 on: March 02, 2014, 05:19:53 pm »
Oh ok lol I wasn't too sure, since I don't know the computer game.

Offline josh landers

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Re: Limbo
« Reply #7 on: March 03, 2014, 09:23:36 am »

Offline TIfanx1999

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Re: Limbo
« Reply #8 on: March 03, 2014, 08:06:27 pm »
Wow, the trailer for the original game looks fantastic! I think I'll have to check that out! Also, I'm attempting a sprite from the other thread you posted. The style there intrigued me.

Offline LDStudios

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Re: Limbo
« Reply #9 on: March 03, 2014, 08:12:24 pm »
Wow, the trailer for the original game looks fantastic! I think I'll have to check that out! Also, I'm attempting a sprite from the other thread you posted. The style there intrigued me.

Limbo is one of my favorite games, and you're right, the trailer is amazing! :D



Offline josh landers

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Re: Limbo
« Reply #10 on: March 05, 2014, 04:12:17 pm »
Hey quick question how does on do collision detection via pxl-test, or is there a better way? Once i get that ill have a demo out shortly!

Offline Streetwalrus

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Re: Limbo
« Reply #11 on: March 05, 2014, 04:42:20 pm »
Pixel testing is good but there are more efficient ways that just the built in command to do it. If you don't care about speed go for it though.

Offline josh landers

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Re: Limbo
« Reply #12 on: March 05, 2014, 05:32:29 pm »
Yes but my question is how... preferably both ways whould be nice. Thanks in advance.

Offline josh landers

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Re: Limbo
« Reply #13 on: March 06, 2014, 04:06:05 pm »
Sorry to double post here but i still cant figure out how to work the collision detection. Could some one help me with this!! :banghead:

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Re: Limbo
« Reply #14 on: March 06, 2014, 11:23:53 pm »
You should ask in the right forum section (Axe language or TI-BASIC, depending of which language you use), else people who visit Omnimaga to help others will only visit the help sections and miss your post.