Author Topic: Project Feedback - Imagination Quest  (Read 40346 times)

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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #15 on: August 16, 2010, 09:50:44 pm »
Two strings, and one is reversed (I think that was your suggestion)

The characters you can walk over will eventually disappear after you pick them up.  Three are keys and one is a blaster.
Most of the information box stuff is just to make it easier on me later.  Saving will be implemented. :P
Speaking of saving, do you think I should rearrange the stasis chambers? The gap between the first and second seems a little spread out.

Offline shmibs

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Re: Project Feedback - Imagination Quest
« Reply #16 on: August 16, 2010, 10:01:56 pm »
hmm... this looks delicious!
where is that java app of bb's? it looks useful

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #17 on: August 16, 2010, 10:04:53 pm »
Ah ok, gotcha. I'm guessing the flagged shaped one is the blaster one then?

And what do you mean rearrange them?

Edit:
As for Builder's Java application here it is.
« Last Edit: August 16, 2010, 10:07:58 pm by meishe91 »
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For the 51st time, that is not my card! (Magic Joke)

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #18 on: August 17, 2010, 10:40:32 am »
I've got three stasis chambers, where the user can save their progress.  You start out in a stasis chamber
I'm considering moving the second one closer.

And yes, the flag shaped character is the blaster. I think I'll use the pxl-off to make the handle shorter.

Offline ztrumpet

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Re: Project Feedback - Imagination Quest
« Reply #19 on: August 17, 2010, 10:44:33 am »
Here's the original topic for the Java program: http://ourl.ca/4137

And yes, the flag shaped character is the blaster. I think I'll use the pxl-off to make the handle shorter.
Sounds good, just remember that it'll take longer to load each room if you decide to do this. :)

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #20 on: August 17, 2010, 10:51:44 am »
Yes, but I'm displaying the keys and blaster separate from the map, so they won't display if you've already picked them up. (This isn't implemented yet, though)
One pxl-off shouldn't take that much longer.

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Re: Project Feedback - Imagination Quest
« Reply #21 on: August 17, 2010, 10:52:27 am »
Yes, but I'm displaying the keys and blaster separate from the map, so they won't display if you've already picked them up. (This isn't implemented yet, though)
One pxl-off shouldn't take that much longer.
Oh, ok.  Then it should be fine from a speed standpoint. :)  Good luck getting that implemented!

Offline DJ Omnimaga

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Re: Project Feedback - Imagination Quest
« Reply #22 on: August 17, 2010, 04:20:01 pm »
Yes, how'd you guess? :P

The name refers to a surprise twist I have planned for the ending.
Sounds cool as long as it is better than the massive plot twist at the end of the DS version of Drawn to Life: The Next Chapter.
Or the one in Illusiat 12 ;D

(If no one played it, the plot twist after what's supposed to be the final boss is so crappy that it doesn't even deserve a WARNING:SPOILERS notice. Basically, once the battle ends, you escape the final dungeon, but then the father of the boss you just fought appears and you must defeat him. The only reference to him in that 40 hours long RPG is in chapter 3, in an optional area where you find his tomb, with no indication that he will return. Some of my other games have that kind of plot twists too. Typical final battle ending then unexpected mysterious boss or playable character appearing from nowhere. In ROL3 case, an human survivor who now live on the moon with a few other refugee from an attack that occurs in 2200 AD, suddently appears in the middle of the final battle, as your party dies, says Lekens is the chosen then helps him beating the final boss with their new powers. However, that last weird plot twist was in reference to ROL3 sequel, which never saw a single line of code. ANother weird plot twist is in ROL2, but that one can be expected due to small references about someone telling you to not trust a mysterious girl you encountered before.)

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #23 on: August 17, 2010, 09:04:07 pm »
This won't be severe as that (I don't think), but it should blow your mind.

Yes, but I'm displaying the keys and blaster separate from the map, so they won't display if you've already picked them up. (This isn't implemented yet, though)
One pxl-off shouldn't take that much longer.
Oh, ok.  Then it should be fine from a speed standpoint. :)  Good luck getting that implemented!

Thanks.  Yeah, speed is one reason why I tried to not make the map too big.  The other is that 15 rooms is all I could fit on one sheet of graph paper. :P

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #24 on: August 20, 2010, 08:59:38 pm »
All right.  After the first two days of school (and cross country practice) I'll start working more on this.  I've got the pxl-offs implemented for the keys, but it makes the blaster handle look too short.  Does anyone have a better idea for a sprite for a blaster?

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #25 on: August 20, 2010, 09:04:54 pm »
Are you stuck on a blaster shape or can it be any gun shape?
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #26 on: August 20, 2010, 09:05:53 pm »
Really, any gun shape will do.  I'm not quite that picky.

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #27 on: August 20, 2010, 09:09:26 pm »
Ok, well I'm messing with a few things. I did make a cool looking shotgun-ish shape that could be cool. Maybe a machine gun looking one too. I'll post a couple in a minute.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #28 on: August 20, 2010, 09:10:16 pm »
Oh, cool.  thanks.

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #29 on: August 20, 2010, 09:19:55 pm »
What I'm showing you is the display one that would require some pixel modifications, and then that first suggestion one that is just the two tokens.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)