Page 2 of 2
Re: Turtle: Puzzles
Posted: 25 Nov 2013, 22:47
by Turtle95
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 00:00
by Turtle95
For anyone who didn't see the custom skins being done:
It fully works. The only thing I need to work on is the menu, which is quite bland. Anyone have any ideas?
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 00:35
by alesan99
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.
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 02:29
by Turtle95
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?
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 03:29
by alesan99
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.
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 04:37
by Turtle95
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
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 05:06
by alesan99
Turtle95 wrote:
Which animation should it be?
Walking.
Re: Turtle: Puzzles
Posted: 26 Nov 2013, 18:51
by Turtle95
alesan99 wrote:Turtle95 wrote:
Which animation should it be?
Walking.
Now I need to spice up the menu itself. Any suggestions for that?
Re: Turtle: Puzzles
Posted: 27 Nov 2013, 15:56
by Mr.Q.Marx?
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.
Re: Turtle: Puzzles
Posted: 27 Nov 2013, 16:11
by TheJonyMyster
it doesnt necessarily have to be the most exciting menu in the game
i think its fine the way you have it now
Re: Turtle: Puzzles
Posted: 27 Nov 2013, 18:40
by Mari0Maker
I agree with Mr.Q.Marx.
Re: Turtle: Puzzles
Posted: 02 Dec 2013, 17:18
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 08 Dec 2013, 01:08
by Turtle95
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!
Re: Turtle: Puzzles
Posted: 08 Dec 2013, 03:49
by MM102
games looking great so far I just got to try it out :)
also...
Turtle95 wrote:Released ... It's still not out yet
Re: Turtle: Puzzles
Posted: 08 Dec 2013, 04:21
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 09 Dec 2013, 22:56
by Turtle95
Update:
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".
Re: Turtle: Puzzles
Posted: 16 Dec 2013, 21:29
by Pyromaniac
Turtle is streaming, in case you didn't know.
http://twitch.tv/turtle1995
Re: Turtle: Puzzles
Posted: 16 Dec 2013, 23:39
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 16 Dec 2013, 23:55
by Camewel
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?
Re: Turtle: Puzzles
Posted: 16 Dec 2013, 23:59
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 25 Feb 2014, 06:57
by Turtle95
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:
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
Re: Turtle: Puzzles
Posted: 09 Mar 2014, 07:30
by HAPPYFACES
Re: Turtle: Puzzles
Posted: 09 Mar 2014, 19:12
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 09 Mar 2014, 19:21
by HAPPYFACES
Have you added eerie screeching noises to the pheonix yet?
Re: Turtle: Puzzles
Posted: 09 Mar 2014, 21:06
by Turtle95
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.
Re: Turtle: Puzzles
Posted: 09 Mar 2014, 23:38
by MM102
add something like a pokemon battle cry, those won't scary the player to bad and can be pretty menacing in a certain light.