On me demande sans doute à raison pourquoi m'attaquer à la 3D maintenant (alors que j'ai un premier niveau qui est entre alpha et beta) ... "des effets d'éclairage?" ajoute mon frère ... Plus que ça, en fait.Wihin 8 hours after publishing my last post, I've got two person wondering why I need 3D now … Continue reading 3D: X Why Z ?
Category: spongebop
Toujours plus haut!
S'il y a une chose à quoi les éponges de la School Zone ne sont pas encore prêtes, c'est bien à servir d'ascenceur dans "Deep Ink Pit". Plate-forme mobile par-dessus l'encre, ça oui. Avec un bon timing pour s'y accrocher puis sauter, on peut prendre pas mal de vitesse horizontale -- et c'est assez fun. … Continue reading Toujours plus haut!
2 days late
Making sure Blador can be used as a weapon, cleaning level ... that shall be done. Quite amusingly, the fact that a testpoint is still needed for monsters because they will FAIL to walk on ground only when they've advanced *past* the last pixel of the structure they're walking on also means that I can … Continue reading 2 days late
5 days left
I have some pixels for the "cork platform", I have tunable spongebops. Eraser jumps will not work very well with "invisible walls" as those would act as wall that make no physical sense for the player (unlike Rayman's airborn anti-toons and platforms trapped in cages). Instead, I could have the "prepare" state of verso testing … Continue reading 5 days left
7 days left.
I got LEDS working almost fine on the green DS with the expanded and reordered animation sheets. I went through trivial fixes such as "animation X shouldn't loop since we depend on it to be done before switching to another state", etc. In-editor GOB linking did worked, although producing curious effects: a Spongebop was found … Continue reading 7 days left.
Spongebop Rodeo
I now have a (partly-)working prototype where Bilou can grab a Sponge bop and stay hooked while swinging, but I have to hard-code the offset between Bilou and the Sponge as arguments of the copycoords controller. Not so elegant. Plus, if I also allow to grab on Bladors (granted, that's a silly idea, but it … Continue reading Spongebop Rodeo
Deep Ink Pit gameplay
Nous voici à la frontière entre le "monster design" et la conception du gameplay. L'aspect et l'idée de base pour spongebop sont définis, mais il reste à préciser comment le joueur va interagir avec ce "monstre".I recovered and digitized some sketches that describe the intended gameplay for Deep Ink Pit. I make the distinction against … Continue reading Deep Ink Pit gameplay
where to go ?
L'encrier est presque prêt et l'éponge aussi ... Ne serait-ce pas le moment de laisser les dumbladors de côté et de se concentrer sur un "gameplay" dans la School Zone (à savoir Deep Ink Pit). Parce que peaufinages et expériences mis à part, on peut considérer qu'il n'y a pas eu de "nouveau" jeu impliquant … Continue reading where to go ?
Circularity
Spongebop monster design was a way to convert the (imho) funny and interesting spider monsters of prehistorik 2 into Bilou's world. As such, they won't simply move up or down, or track Bilou while sliding (as suggested in the 20-year-old proposal), but also rock and roll, hanging by a thread. Another conversion of dangerous-but-useful NPC … Continue reading Circularity
Back to School!
Here's at last the demonstration of game engine improvement and new graphics for the School Zone, on a temporary soundtrack by Cyborg Jeff.There's no "gameplay" or "mission" yet: you can navigate through a single map, bop sponges and dumbladors and track bugs (there sure are some). The ink doesn't hurt yet, but the baddies do. … Continue reading Back to School!