Discuss Scratch

JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

JoeyTheChicken wrote:

Also, I'm using a loading screen to cover loading in the project I'm doing. I definitely like it. Anyhow, I also really love the idea of compacted levels, as you said. There's always something very special about a puzzle game that can revisit another part of the level but make it play a dramatically different role from when you were first there.

I also like the graphics so far and the new mechanics look like they'll make for awesome levels.

Also: One thing I loved about Sir Shield was that it presented an idea–the dashing–that nobody's ever really seen before and played with it masterfully. I like the way this game seems to be going in the same vein, at least from seeing that first level.

I also think the hedgehogs are pure genius. Will you be able to stomp it when it's stuck upside-down? If you couple that with falling slower than the hero, something could go like

Jump off an upside-down cliff –> Stomp the hedgehog in midair –> bounce off and land on some more upside-down terrain.

Also, perhaps “free” tiles that “fall” with the gravity, so if gravity is pulling upward, the tile goes with it. Or, in much the same idea, tiles on vertical tracks that follow gravity's laws, if that wouldn't be too difficult with you dev kit. You could also have doors that respond to the gravity toggle by opening/closing depending on the gravity. Perhaps the little white-colored buddies could also make a return and respond to the direction the player faces as well as the gravity. Or maybe they'd just be a secondary character you could toggle to in those levels, working a little like Maggie in The Simpsons Game. Perhaps they could even leave pen trails behind and be required to connect the dots in order to activate a switch toggle, but why I had that idea is a mystery. Maybe you could also have different-colored keys to add depth to levels if you needed it. Perhaps also blocks that toggle on and off when a switch does, like–Red becomes tangible when the switch is in one position and blue becomes intangible, and the reverse would be true for the other position.

Anyhow, there's my two cents.
The basic hedgehogs are unkillable for now because they are necessary for level completion, but I have already implemented a respawn system, so I should be able to add that.
I completely overlooked having tiles react to gravity! I already have the renderer make the tiles into clones, so adding that in as a mechanic in the second world would be cool.
Thanks for your input!
Birdlegs
Scratcher
1000+ posts

Questions about Gravity 2

JamesOuO wrote:

JoeyTheChicken wrote:

-snipses-
The basic hedgehogs are unkillable for now because they are necessary for level completion, but I have already implemented a respawn system, so I should be able to add that.
I completely overlooked having tiles react to gravity! I already have the renderer make the tiles into clones, so adding that in as a mechanic in the second world would be cool.
Thanks for your input!
Just mind the 301 clone limit… It's okay in my game, but Gravity has a lot more tiles per level… Just saying' ;D Also, no problem ^~^ *Thumbs up
JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
bdogbears
Scratcher
41 posts

Questions about Gravity 2

JamesOuO wrote:

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
Yes!
Birdlegs
Scratcher
1000+ posts

Questions about Gravity 2

JamesOuO wrote:

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
Our game loads the same way, but the loading still takes a bit, and each screen is only 9x12 tiles. Hopefully yours will be faster, though :3 I don't know what makes mine slowish. It is all on non-refresh. There is a lot of work it has to do, even with 9x12. I'm quite familiar with your tile renderer, and it is quite fast. Hopefully the new system doesn't slow you down.

Note: The data is saved differently, though. I use a Dev kit I put together.

Last edited by Birdlegs (May 21, 2015 23:08:30)

JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

JoeyTheChicken wrote:

JamesOuO wrote:

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
Our game loads the same way, but the loading still takes a bit, and each screen is only 9x12 tiles. Hopefully yours will be faster, though :3 I don't know what makes mine slowish. It is all on non-refresh. There is a lot of work it has to do, even with 9x12. I'm quite familiar with your tile renderer, and it is quite fast. Hopefully the new system doesn't slow you down.

Note: The data is saved differently, though. I use a Dev kit I put together.
The technique I use is extremely fast at placing tiles, so expect loading times less then half of a second.

Also, while the site was down I worked on the game a bit, and added the first gimmick stage.
(The levels work like 1-6 = standard stages, 7 = gimmick stage, 8 = boss stage, rinse and repeat for worlds)
It's a short and basic autorunner stage that takes ~25 seconds to go through.

also note how the screen zooms in x2 for these levels for less clones and a bigger player
Now it's time for the boss.
The levels before this use gravity flipping, those red auto-flipper thingys from G5, timed levers, buttons, hedgehogs, and keys.
I need to find a way to incorporate some of these into the boss, so how should I do that?
I'm thinking of having a boss that attacks, then while it rests you hit the timed lever to flip up and use the autoflippers to hit him since he's too tall to jump on normally.
Probably going to stick with the hedgehog theme again with this one.
Birdlegs
Scratcher
1000+ posts

Questions about Gravity 2

LERV the screen zoom

Also, my input on the boss: Maybe a big porcupine that's not quite dumb enough to get caught on its back with the gravity, but you can still get it stuck if you flip gravity when it's stunned by ramming itself into the wall (The resting you mentioned), so it falls while it's stunned, gets its quills stuck in the opposite ground, and you get a chance to stomp it. Simple enough for a first boss, I guess.

Also, what are the timed switches?
iamunknown2
Scratcher
1000+ posts

Questions about Gravity 2

JoeyTheChicken wrote:

LERV the screen zoom

Also, my input on the boss: Maybe a big porcupine that's not quite dumb enough to get caught on its back with the gravity, but you can still get it stuck if you flip gravity when it's stunned by ramming itself into the wall (The resting you mentioned), so it falls while it's stunned, gets its quills stuck in the opposite ground, and you get a chance to stomp it. Simple enough for a first boss, I guess.
Isn't that just Bowser Jr's movements starting in World 4 in New Super Mario Bros?
(Basically, he tosses shells at you. You have to stop it, collect it, throw the shell back at Bowser Jr and stun him, before jumping on him when he's lying on his spiky shell).

Last edited by iamunknown2 (May 22, 2015 02:23:50)

iamunknown2
Scratcher
1000+ posts

Questions about Gravity 2

Maybe a boss fight where you lose your ability to flip gravity with the space bar, requiring you to stand on a “gravity pad” to flip gravity. After dodging some attacks from the boss, a gravity pad will appear above the boss. Jump on it and damage the boss.

Perhaps another boss fight where you lose the ability to jump would be interesting as well. This time, there are no “jump pads” for you - Instead, there will be disappearing-and-reappearing platforms at both ends of the boss-zone - if you fail to stand on them, you fall into the spikes.

The final boss fight would be that the loss of the ability to control your player going left-right - Instead, the player will automatically switch directions whenever it's blocked. You would have to carefully time your jumps and flips, allowing some of the projectiles to bounce and hit the boss.
Birdlegs
Scratcher
1000+ posts

Questions about Gravity 2

iamunknown2 wrote:

JoeyTheChicken wrote:

LERV the screen zoom

Also, my input on the boss: Maybe a big porcupine that's not quite dumb enough to get caught on its back with the gravity, but you can still get it stuck if you flip gravity when it's stunned by ramming itself into the wall (The resting you mentioned), so it falls while it's stunned, gets its quills stuck in the opposite ground, and you get a chance to stomp it. Simple enough for a first boss, I guess.
Isn't that just Bowser Jr's movements starting in World 4 in New Super Mario Bros?
(Basically, he tosses shells at you. You have to stop it, collect it, throw the shell back at Bowser Jr and stun him, before jumping on him when he's lying on his spiky shell).
It's been so long since I played NSMB. NSMB2, though, I have, and it's really not very good.
Anyhow, it's standard boss fare (Such cliche) with the elements of the Gravity games. Just two cents on the matter.
PastryTycoon
Scratcher
100+ posts

Questions about Gravity 2

Dirt looks a lot better, and its nice to see the enemies are no longer shapeless blobs with eyes. I like that it longer has a beveled look to the level now that the dirt is connected, though I would like to see what it would look like if you connected the stone
PastryTycoon
Scratcher
100+ posts

Questions about Gravity 2

JamesOuO wrote:

JoeyTheChicken wrote:

JamesOuO wrote:

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
Our game loads the same way, but the loading still takes a bit, and each screen is only 9x12 tiles. Hopefully yours will be faster, though :3 I don't know what makes mine slowish. It is all on non-refresh. There is a lot of work it has to do, even with 9x12. I'm quite familiar with your tile renderer, and it is quite fast. Hopefully the new system doesn't slow you down.

Note: The data is saved differently, though. I use a Dev kit I put together.
The technique I use is extremely fast at placing tiles, so expect loading times less then half of a second.

Also, while the site was down I worked on the game a bit, and added the first gimmick stage.
(The levels work like 1-6 = standard stages, 7 = gimmick stage, 8 = boss stage, rinse and repeat for worlds)
It's a short and basic autorunner stage that takes ~25 seconds to go through.

also note how the screen zooms in x2 for these levels for less clones and a bigger player
Now it's time for the boss.
The levels before this use gravity flipping, those red auto-flipper thingys from G5, timed levers, buttons, hedgehogs, and keys.
I need to find a way to incorporate some of these into the boss, so how should I do that?
I'm thinking of having a boss that attacks, then while it rests you hit the timed lever to flip up and use the autoflippers to hit him since he's too tall to jump on normally.
Probably going to stick with the hedgehog theme again with this one.
Also how did you get it so that it zooms? Does it double the size of the stamps and you etc. ?
Boloco5
Scratcher
5 posts

Questions about Gravity 2

Are you going to make a walk through on YouTube like the other gravity?
JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

Sorry for the lack of updates, for the past 2 days I was at a state track meet which was cool.

JoeyTheChicken wrote:

LERV the screen zoom

Also, my input on the boss: Maybe a big porcupine that's not quite dumb enough to get caught on its back with the gravity, but you can still get it stuck if you flip gravity when it's stunned by ramming itself into the wall (The resting you mentioned), so it falls while it's stunned, gets its quills stuck in the opposite ground, and you get a chance to stomp it. Simple enough for a first boss, I guess.

Also, what are the timed switches?
I like the idea with the boss, it sounds like it would work very well.

As for timed switches, they're just switches that make blocks disappear, but only for a short period of time.
JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

PastryTycoon wrote:

JamesOuO wrote:

JoeyTheChicken wrote:

JamesOuO wrote:

AAAH I JUST THOUGHT OF A GENIUS IDEA
Because of the nature of the tile renderer and how it saves the coords and info in lists I can develop the game in the standard renderer, then after all levels are done I can have the renderer render all the levels, then save the codes so that when people play instead of having the renderer check the colors and remake the codes it can just use the prerecorded ones
tl;dr: >95% faster level loading, no reason for load screens at all anymore
Our game loads the same way, but the loading still takes a bit, and each screen is only 9x12 tiles. Hopefully yours will be faster, though :3 I don't know what makes mine slowish. It is all on non-refresh. There is a lot of work it has to do, even with 9x12. I'm quite familiar with your tile renderer, and it is quite fast. Hopefully the new system doesn't slow you down.

Note: The data is saved differently, though. I use a Dev kit I put together.
The technique I use is extremely fast at placing tiles, so expect loading times less then half of a second.

Also, while the site was down I worked on the game a bit, and added the first gimmick stage.
(The levels work like 1-6 = standard stages, 7 = gimmick stage, 8 = boss stage, rinse and repeat for worlds)
It's a short and basic autorunner stage that takes ~25 seconds to go through.
(pic)
also note how the screen zooms in x2 for these levels for less clones and a bigger player
Now it's time for the boss.
The levels before this use gravity flipping, those red auto-flipper thingys from G5, timed levers, buttons, hedgehogs, and keys.
I need to find a way to incorporate some of these into the boss, so how should I do that?
I'm thinking of having a boss that attacks, then while it rests you hit the timed lever to flip up and use the autoflippers to hit him since he's too tall to jump on normally.
Probably going to stick with the hedgehog theme again with this one.
Also how did you get it so that it zooms? Does it double the size of the stamps and you etc. ?
I had to make the scrolling blocks into a completely new sprite, so i just zoomed in 200% for the scrolling ground sprite and the costume sprite.
JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

Boloco5 wrote:

Are you going to make a walk through on YouTube like the other gravity?
probably.
Boloco5
Scratcher
5 posts

Questions about Gravity 2

And what about moving platforms or platforms that disappear after you've jumped off them so there is no going back.
JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

Just started working on the game again; first boss is done.

What should the theme of the second world be?
Birdlegs
Scratcher
1000+ posts

Questions about Gravity 2

JamesOuO wrote:

Just started working on the game again; first boss is done.

What should the theme of the second world be?
Ooh, he looks awesome!

Anyhow, I lost my post to a connection error, but here's the gist:

World II
-Perhaps an ancient stone city with lots of exposed sky and outside area to keep the scenery beautiful
-A dense forest like the one in Pac-Man World 2 if you were lame enough to play that, like me
-Or perhaps a desert, just like SMB3

Last edited by Birdlegs (May 26, 2015 22:18:29)

JamesOuO
Scratcher
500+ posts

Questions about Gravity 2

JoeyTheChicken wrote:

JamesOuO wrote:

Just started working on the game again; first boss is done.
(pic)
What should the theme of the second world be?
Ooh, he looks awesome!

Anyhow, I lost my post to a connection error, but here's the gist:

World II
-Perhaps an ancient stone city with lots of exposed sky and outside area to keep the scenery beautiful
-A dense forest like the one in Pac-Man World 2 if you were lame enough to play that, like me
-Or perhaps a desert, just like SMB3
I like the ruins Idea! That would also give me a way to have falling blocks and boulders as puzzle mechanics!

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