Turtle: Puzzles

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Turtle95
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Post » 25 Nov 2013, 22:47


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Turtle95
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Post » 26 Nov 2013, 00:00

For anyone who didn't see the custom skins being done:

Image

It fully works. The only thing I need to work on is the menu, which is quite bland. Anyone have any ideas?

Image

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alesan99
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Post » 26 Nov 2013, 00:35

Turtle95 wrote:It fully works. The only thing I need to work on is the menu, which is quite bland. Anyone have any ideas?
Maybe we could preview animations.

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Turtle95
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Post » 26 Nov 2013, 02:29

alesan99 wrote:
Turtle95 wrote:It fully works. The only thing I need to work on is the menu, which is quite bland. Anyone have any ideas?
Maybe we could preview animations.
Sounds like a good idea, but I would rather only one of the animations. Or do you want me to allow all animations to be played?

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alesan99
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Post » 26 Nov 2013, 03:29

Turtle95 wrote: Sounds like a good idea, but I would rather only one of the animations. Or do you want me to allow all animations to be played?
Only one.

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Turtle95
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Post » 26 Nov 2013, 04:37

alesan99 wrote:
Turtle95 wrote: Sounds like a good idea, but I would rather only one of the animations. Or do you want me to allow all animations to be played?
Only one.
Which animation should it be? There's

Code: Select all

function turtle:setAnim(animationquad)
	if not self.ghost then
		if animationquad == "fall" then
			//fall
		elseif animationquad == "idle" then
			//Idle 
		elseif animationquad == "duck" then
                        //Turtle goes in shell
		elseif animationquad == "jumping" then
			//jumping turtle
		elseif animationquad == "walk" then
		        //walking animation
		elseif animationquad == "climb" then
		        //ladder climb
		elseif animationquad == "swim" then
			//swimming in water
		elseif animationquad == "wire" then
			//moving along a wire
		elseif animationquad == "exit" then
			//exit door animation
		elseif animationquad == "dead" then
			//death
		elseif animationquad == "laser" then
			//removed, don't even bother
		elseif animationquad == "crateidle" then
	               //not moving, holding a crate
		elseif animationquad == "cratewalk" then
			//walking, holding a crate
		end
	end
end

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alesan99
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Post » 26 Nov 2013, 05:06

Turtle95 wrote: Which animation should it be?
Walking.

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Turtle95
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Post » 26 Nov 2013, 18:51

alesan99 wrote:
Turtle95 wrote: Which animation should it be?
Walking.
Image

Now I need to spice up the menu itself. Any suggestions for that?

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Mr.Q.Marx?
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Post » 27 Nov 2013, 15:56

Honestly, I think the menu backgrounds doing a slideshow would look good but I'd want the pictures to have a bit more shading on. Look a bit more artsy really.

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TheJonyMyster
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Post » 27 Nov 2013, 16:11

it doesnt necessarily have to be the most exciting menu in the game
i think its fine the way you have it now

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Mari0Maker
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Post » 27 Nov 2013, 18:40

I agree with Mr.Q.Marx.

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Turtle95
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Post » 02 Dec 2013, 17:18

Live stream right now!

www.twitch.tv/turtle1995

Making maps, and stuff. If you have a twitch account and want to suggest something for a map, say it in chat.

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Turtle95
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Post » 08 Dec 2013, 01:08

Released a standalone editor for v1.1. It's still not out yet (I suck at making maps--unless someone says otherwise). Still have the second boss fight to do, and general fixes here and there. Enjoy!

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MM102
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Post » 08 Dec 2013, 03:49

games looking great so far I just got to try it out :)

also...
Turtle95 wrote:Released ... It's still not out yet

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Turtle95
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Post » 08 Dec 2013, 04:21

mariomaster102 wrote:games looking great so far I just got to try it out :)

also...
Turtle95 wrote:Released ... It's still not out yet
Yeah, I was talking about releasing a standalone editor for v1.1. This is so you can play around with it to get used to it for v1.1.

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Turtle95
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Post » 09 Dec 2013, 22:56

Update:

Image

Mari0Maker requested I try this again. I originally had a lot more code than it is now (which was redundant. .) but now it's neat and organized! Huzzah! Custom tiles are now usable under "maps/<mappack name>/customtiles.png".

You can also do custom backgrounds by doing: "maps/< mappack name>/backgrounds/background<number>.png".

Image

Pyromaniac
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Post » 16 Dec 2013, 21:29

Turtle is streaming, in case you didn't know.

http://twitch.tv/turtle1995

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Turtle95
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Post » 16 Dec 2013, 23:39

Stream's finished!

What did some people miss?

http://i.imgur.com/4ZNEjvt.png

(Image is not cropped, so a link is going to be used)

I plan on making the turtle gain a "superpower" during the boss fight, which may be a gamemode in the future, or it could be a cheat. Either way, let me know what you think that "superpower" could be, or just share your thoughts on this.

Camewel
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Post » 16 Dec 2013, 23:55

3 questions
question 1: what's with the red boxes?
question 2: do you actually read the chat at your stream?
question 3: why are you doing all this stuff with scale in the calculations when you could just do it in the drawing process?

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Turtle95
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Post » 16 Dec 2013, 23:59

Camewel wrote:3 questions
question 1: what's with the red boxes?
question 2: do you actually read the chat at your stream?
question 3: why are you doing all this stuff with scale in the calculations when you could just do it in the drawing process?
1) Physics debugging, because I had to make sure that the fireballs were being drawn properly

2) I do read the chat, but I don't talk much unless I've been talked to

3) Because I can. Yes, it would be easier, but I've been coding it like that for a long time.

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Turtle95
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Post » 25 Feb 2014, 06:57

It's been a long time since I updated this thread. So, I decided recently to pick Turtle: Puzzles back up. It's got some new graphics for the turtle, and a new font to make it less weird. One thing I wanted to address was the options menu, which looked like a mess in 1.02 or whatever the last version was. So, this is the new one:

Image

The width and height of the image is about the same as the in-game one. I forgot to add a player option to the controls menu, but that will be fixed another time.

EDIT:

24-2-2014

Fixed up hats, which were broken because of the turtle's new size:

The last hat (No. 6) was only a DLC test for hats and skins, so it's not gonna be in the game

Image

HAPPYFACES
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Post » 09 Mar 2014, 07:30


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Turtle95
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Post » 09 Mar 2014, 19:12

I like the song, but making the boss fight fit with it is going to be a bit hard. I wanted to change the boss fight anyway.

HAPPYFACES
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Post » 09 Mar 2014, 19:21

Have you added eerie screeching noises to the pheonix yet?

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Turtle95
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Post » 09 Mar 2014, 21:06

HAPPYFACES wrote:Have you added eerie screeching noises to the pheonix yet?
No, I haven't. Not sure why I should, since I don't intend to scare the shit out of players.

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MM102
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Post » 09 Mar 2014, 23:38

add something like a pokemon battle cry, those won't scary the player to bad and can be pretty menacing in a certain light.

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