Jalonso P_O and Highwaydog game
Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=2068
Printed Date: 10 September 2025 at 3:16am
Topic: Jalonso P_O and Highwaydog game
Posted By: Pixel_Outlaw
Subject: Jalonso P_O and Highwaydog game
Date Posted: 28 April 2006 at 10:31am
OK we are planning to do a text command based adventure game. We'll use pixel aart for the backdrops. This will be a midevil based game set in a dungeon and other genearic places. I want it to feel like the older stule text adventures. I never played them much as a kid so I want to make one that everyone can enjoy.
The first version willl be made in Game Maker(Sorry mac users)
If sucessfull a version will be made in BlitzMax.
Programming: Highwaydog Me
Art Me Jalonso
Just giving a heads up.
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Replies:
Posted By: jalonso
Date Posted: 28 April 2006 at 10:36am
EDIT: removed original proposal, new version below
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Posted By: Brian the Great
Date Posted: 28 April 2006 at 11:05am
WIPs I say.
------------- http://www.twoschizos.com">
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Posted By: pixelblink
Date Posted: 28 April 2006 at 11:42am
and I say collabs... no wait... WIPs.
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Posted By: Larwick
Date Posted: 28 April 2006 at 12:04pm
Sounds cooel. Show stuffs!
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http://larw-ck.deviantart.com">
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Posted By: Fugitive
Date Posted: 28 April 2006 at 12:07pm
So it will be something like the Zork games ???
------------- Fugitve is playing on his XBox 360
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Posted By: Pixel_Outlaw
Date Posted: 28 April 2006 at 12:50pm
Yes but with pixel art mad by your own pixel brethren.
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Posted By: Fugitive
Date Posted: 28 April 2006 at 1:14pm
Originally posted by Pixel_Outlaw
Yes but with pixel art mad by your own pixel brethren.
Cool 
------------- Fugitve is playing on his XBox 360
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Posted By: jalonso
Date Posted: 28 April 2006 at 1:22pm
P_O, I can covert font family for PC and send to you if we can include
custom fonts in the game. I'm a bit of a font snob so this may not seem
like a big deal to you but it will be for me ;) Otherwise if source
text flies are used then Verdana over the arial/helvetica family is
best.
@all - P_O suggested this art style (unknown artist) and I love it so for now we go with it I assume.
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Posted By: Pixel_Outlaw
Date Posted: 28 April 2006 at 1:33pm
HEY THAT IS EXCEL:ENT>
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Posted By: alkaline
Date Posted: 28 April 2006 at 1:34pm
just like the new game from homestarrunner.
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Posted By: Pixel_Outlaw
Date Posted: 28 April 2006 at 1:45pm
You might have something there......
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Posted By: Pixel_Outlaw
Date Posted: 28 April 2006 at 7:35pm
This is a vectorized template layout for the view type.
The real thing will be pixel art.
http://imageshack.us [/URL]"> http://imageshack.us">
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Posted By: jalonso
Date Posted: 28 April 2006 at 11:32pm
EDIT: Removed images since no longer applicable :D
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Posted By: Setzer
Date Posted: 28 April 2006 at 11:53pm
Great choice with verdana text :D. sexiest font ever.
------------- http://sj-gfx.com">
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Posted By: Skull
Date Posted: 29 April 2006 at 1:53am
Originally posted by Setzer
Great choice with verdana text :D. sexiest font ever.
I agree - It's clear and works really well 
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Posted By: Larwick
Date Posted: 29 April 2006 at 2:58am
To be honest i prefer Tahoma ^_^ But hey, it's looking great. The style is awesome.
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http://larw-ck.deviantart.com">
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Posted By: Pixel_Outlaw
Date Posted: 29 April 2006 at 7:44am
Great work Jalonso. I believe you just may have pwned the interwebs.
Please look at the old vector image and tell me what you think of wall style. It's rough but it's supposed to me stone held in by wood banding.
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Posted By: teej
Date Posted: 29 April 2006 at 10:04am
OK i made my own versions of screen GUI for that Text-based game. I rather like small screen for this kind of game so i choose smaller scales
a 320x240 and a 400x300


i did this really quick just to show my opinion for concept graphics for the game GUI. So will the game allow use of mouse? or just keyboard? but i suppose it will only be all typing.... (my sample, it kinda looks though that it can use some mouse device).
btw, Jalonzo.... i like your pixel art style.
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Posted By: Monkey 'o Doom
Date Posted: 29 April 2006 at 10:19am
WTF this isn't your collab.
Edit: oh oops sorry. I didn't know that. I feel so stupid now.
------------- http://pixelmonkey.ensellitis.com">
RPG is numberwang.
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Posted By: Pixel_Outlaw
Date Posted: 29 April 2006 at 10:26am
Hold on monkey, he was just giving a idea and there's nothing wrong with that.
And besides he's a pal of mine. I can tell that he put alot of time into this so you must respect him for that.
Nice ideas, i think the res is a bit too small though. And remember that we are using a limidted monocolor palette.
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Posted By: jalonso
Date Posted: 29 April 2006 at 5:40pm
Wait, I love what teej did. Its consice and well laid-out. We should totally take that into account. Thanks teej <3
EDIT: pO, meet me in the pool
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Posted By: Pixel_Outlaw
Date Posted: 29 April 2006 at 8:59pm
http://imageshack.us">
concept for front of the first room
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Posted By: MurrMan
Date Posted: 30 April 2006 at 5:41pm
- throw baby
like the way these are turning out. i love games like this. you could
say there is some freedom in the limits of these games, if you know
what i mean
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Posted By: Pixel_Outlaw
Date Posted: 30 April 2006 at 5:45pm
Well last thing i knew Jalonos was going to do a mockup and i was goint to write the overview text for the room. Highwaydog is going to do some engine work.
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Posted By: Bifur
Date Posted: 30 April 2006 at 6:28pm
Does it have a story already?
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I know! Leafs shouldn't make shadow...
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Posted By: Pixel_Outlaw
Date Posted: 30 April 2006 at 6:58pm
Somwhat yes. But all I'm gonna say is that things are still being put together.
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Posted By: Highwaydog
Date Posted: 01 May 2006 at 10:00am
I like teej's interface, especially the inventory system is like I would have done it. Thanks for your input, though there will be no mouse support, I believe - it also adds to the nostalgic feel ^^
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Posted By: jalonso
Date Posted: 01 May 2006 at 10:26pm
Major revision bois. I know Teej (thanks again teej. Others feel free
to c+c too) is not part of the collab but his layout is too nicely laid
out not to take into consideration.
EDIT: removed image
HD be aware that all dimension have an added 1px outline. For example the inventory items really 32x32.
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Posted By: fil_razorback
Date Posted: 01 May 2006 at 10:46pm
Very very neat, excellent color choice :P
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Posted By: Saboteur
Date Posted: 01 May 2006 at 11:58pm
WHooooooa.
...can I play yet?
------------- "I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Posted By: Dra_chan
Date Posted: 02 May 2006 at 12:27am
It is looking very nice so far.
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Posted By: alkaline
Date Posted: 02 May 2006 at 3:57am
aww, I liked some of the other fonts better than verdana.
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Posted By: Highwaydog
Date Posted: 02 May 2006 at 8:12am
@jal: Right, I am already considering these border offsets from the very beginning, but thanks ^^
Now... a demo... why not, I think we could think about releasing one if the first few pics and parts of the storyline are set.
I can't say when this will be done, though, it's not my part =P
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Posted By: Pixel_Outlaw
Date Posted: 02 May 2006 at 8:16am
Nice wotk jalonso i love it!! THis is gonna be great.
the first room text: "You awaken, battered and worn from the dungeon guards. You feel smooth damp stone underneath you. The smell of decay saturates the air. There is a skeleton of a large non-human to your right. His jaws are open in a eternal mournful scream."
LOOK skeleton:
"Something glistens deep in the mouth of the skeleton. The DOOR KEY has been found! He never had the shance to use this smuggled treasure..."
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Posted By: Sejaa
Date Posted: 02 May 2006 at 8:35am
Posted By: jalonso
Date Posted: 02 May 2006 at 8:24pm
Inventory Item area reworked to HD spec. Map discussion is needed as the next step guys.

This is programming XY coordinate template that will probably not change (much)

Please download copy (Heads up: I keep my photoalbum lean)
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Posted By: Pixel_Outlaw
Date Posted: 02 May 2006 at 8:26pm
I'm doing so now converting the thing to CAD so i can detail the story
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Posted By: jalonso
Date Posted: 03 May 2006 at 9:22pm
new iso map with camera positions added

pO, this is not set in stone but I thought it would help visualize the "world" better.
red rooms are there but not for exploration. They are more for explaining the doors in hallways (other jailcells), mkay

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Posted By: jalonso
Date Posted: 03 May 2006 at 9:28pm
+1
this is first rough for jailcell they are North,South,East, West and West (view closer) views.

those hanging things are shackels :/

thats a window with moon view :S



That's supposed to be the key in the eye socket XD
These are rough/oekaki and do not represent final art only composition.
EDIT: @alkaline, I feel the pain but Verdana is on most systems and will keep the game small in size.
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Posted By: Shark
Date Posted: 03 May 2006 at 11:26pm
great work jalonzo, i love this new style u have adopted. catn wait to
play.
------------- Snark, we love yuu.
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Posted By: Highwaydog
Date Posted: 04 May 2006 at 8:34am
yeah, jal, this work really looks sweet =)
Shark.. I might have good news for you.
This is the first official demo of the game:
http://highwaydog.funpic.de/Claimed.zip - http://highwaydog.funpic.de/Claimed.zip
Too bad it's written in GM, so MAC users (like jal...) won't have a chance, I think... Anyway, for now it covers the first room - and it's likely that changes are being made; this is just to show the engine as well as a part of the story together with those great graphics. Enjoy.
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Posted By: Shark
Date Posted: 04 May 2006 at 10:09am
ill go download on my pc XD
------------- Snark, we love yuu.
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Posted By: PixelSnader
Date Posted: 04 May 2006 at 10:38am
i suppose you can't use the key yet?
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Posted By: Highwaydog
Date Posted: 04 May 2006 at 2:18pm
You can.
Type "HELP" to see the available commands, if you type "USE KEY" when facing south the door opens. You can even "WALK TO DOOR" or "GO TO DOOR" (they're the same), but there this demo does end.
And by the way, I included some little easter egg... did anybody find out yet? (=
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Posted By: jalonso
Date Posted: 05 May 2006 at 1:08pm
Guyz will add hallway one visuals sometime over the weekend. These will be re-usable views.
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Posted By: Spriggan
Date Posted: 06 May 2006 at 2:01am
I like the look of the art and the color choice but, and maybe it's just me, but it all seams rather small. I think all the content only took up 1/4 of my screen at 1024 x 768, if you want to keep it that size maybe you could make the game windowed instead of full screened?
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Posted By: Larwick
Date Posted: 06 May 2006 at 3:59am
This is looking fantastic, well done guys, keep at it.
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http://larw-ck.deviantart.com">
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Posted By: Monkey 'o Doom
Date Posted: 06 May 2006 at 6:55am
I agree that a windowed OPTION would reduce the hassle for us multitaskers who use alt-tab more than the mouse. Please?
------------- http://pixelmonkey.ensellitis.com">
RPG is numberwang.
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Posted By: Highwaydog
Date Posted: 06 May 2006 at 7:43am
@Spriggan: You said it took up 1/4 of the 1024x768 screen - To this I'd like to say that I made it change your screen resolution for the game to 640x480, so that a window of 400x300 (which is the actual game window size) doesn't appear too small. Still, as the quarter of 640x480 is actually covered by a 320x240 field, it is indeed just a bit more than the quarter of the screen.
I agree with you that it appears quite tiny, still we need to look for a solution that also doesn't make the graphic artist (jalonso here) draw too much.. If you look at the map suggestion before, I guess you know that it is already now much work - as it is only one person drawing the screens.
I would have set the screen res to 800x600 and then scaling the game up to its double width and height, still GM decides then to interpolate the colors between each pixel - and I doubt that you as pixel artists would like to see that. Even I do not quite like this look as it appears less nostalgic... let's see if we have another choice.
Still, I don't see a problem with the window option. I guess I will just add new commands like "OPTION WINDOW" to change, but then I think I have to disable the screen res change. I will not implement it, so in the next release you'll have that.
Did anyone already find the easter egg? (=
EDIT: ok, I just programmed that window part now (no, you can't play yet ^^), I've made it to use full scaling when in full screen mode, and use the original size of 400x300 in windowed mode.
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Posted By: Monkey 'o Doom
Date Posted: 06 May 2006 at 7:49am
FYI, you can have views with a port on screen 2x the size of the view size to get a 2x zoom effect. I'm looking for the egg now. 
------------- http://pixelmonkey.ensellitis.com">
RPG is numberwang.
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Posted By: jalonso
Date Posted: 06 May 2006 at 10:34am
I laid out the visuals so small only because this will be a text adventure with visuals
as opposed to the other way around. It could be enlarged and I dont see
a problem with that. I play games in window mode when given a choice
cuz I too multitask so the 400x300 canvas size seemes good to me, again
this could be reworked. Guess more discussion is needed on this before
proceeding?
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Posted By: miau
Date Posted: 06 May 2006 at 10:52am
Highwaydog: I think there are more exotic screen resolutions such as 512x184 and even 400x300. Despite being uncommon couldn't you try to support them as well? At least use software stretching routines so the image won't get all blurry (dunno if hardware always blurs, but I have never seen crisp hardware stretching in my whole life).
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Posted By: Highwaydog
Date Posted: 06 May 2006 at 11:29am
First, thanks again for your comments.
It appears that the majority wants to play in windowed mode anyway, so screen resolution should not be changed, I guess.
@MoD: hmm I don't know this method yet, I need to figure out that now. Or maybe I'll find any other way to achieve the wanted effect.
In this case, it would mean that windowed => original size (no scaling), and full screen would just be double size (actually, 4x size). I'll try just to make the program draw a square of 2x2 pixels where every pixel was before, thus scaling it without interpolating.
Actually, with a screen resolution of 1280x1024 (like I have) I could even try 3x3 squares, but as there are enoguh people that use 1024x768, I'll stay with the double-size thing.
MoD, was your egg search successful? ^^ I won't spoil it here, though.. =D
EDIT: Ok, thanks for your hint, Monkey o' Doom, it didn't take long to figure out how it works. Now I've made it like this: the game checks how often the 400 would fit into the monitor width (so think in a screen res of 1024x768... 400 can not be put in 1024 more than 2 times), and according to this, the window's width will be set (to 800 in the 1024x768 case). Its height will always be 0.75 times its width to keep the aspect ratio.
Now full screen and windowed mode will not differ from each other, except from the black outline full screen mode always has.
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Posted By: Monkey 'o Doom
Date Posted: 06 May 2006 at 11:33am
Nope. I'll send you a gm6 example of what I'm talking about if you want it.
------------- http://pixelmonkey.ensellitis.com">
RPG is numberwang.
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Posted By: Spriggan
Date Posted: 06 May 2006 at 11:48pm
When it comes to screen resolution you should only worry about supporting two, 800x600 and 1280x1024, those two combined make up for about 90% computers.
I don't think should should have to redraw everything larger, I just think that having a window mode will make the smaller size less..I dono..wastefull. This is another suggestion, and it's not something you should have to add unless you want to, but I really hate text games because I never know what commands that are available. Maybe having an option to display somewhere all the available commands so we don't have to always type /help only to have those commands disappear whenever we do anything else.
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Posted By: Highwaydog
Date Posted: 07 May 2006 at 6:33am
MoD: nah, everything works alright =)
Spriggan: First, to your suggestion about the screen res... well, I solved it, like a said, in this way that it always tries to create the biggest integer factor to fit on screen... I mean if you have 1024x768, you'll get a 800x600 pic, with a res of 1280x1024 you will end up having a 1200x900 pic. And even if you dare to have a resolution of 1600x1200, you will have a 1600x1200 pic. But anyway, that's not a problem anymore.
Then, I hope its not only me who thinks that you can remember those few commands very well. Maybe it's because I also played enough other text adventures in my past that used similar commands.. anyway when I played one for the first time on a C64 (I don't know who made it..) I had a separate list of commands written on paper... of course that sucks - at least it doesn't look like living in the 21st century.
Still, I'm trying to minimize the effort of remembering stuff. For example, you can use "GO TO" exactly like "WALK TO" (and you can even write "GO DOOR" or "WALK DOOR" which is apparently incorrect English, but it works), as well as you can write "LOOK AT SKELETON" and "LOOK SKELETON".
Hmmm... Now we don't have place left that could be used to display all those commands. I suppose if text adventures aren't your type of game then you'll have a hard time "learning" this "vocabulary" - or you really write the list on a sheet of paper - or reject playing our game.
Thanks for your input, though. I'll also try to make the commands easier, for example I also enabled substitutes, for example you can write "look at skeleton" as well as "look at skull" as well as "look at bones".. even if it's not the same, it is in this case easier to input if you don't really know that you have to address this object as "skeleton". But I think you understand that this is not possible everywhere in the game.
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Posted By: Spriggan
Date Posted: 07 May 2006 at 8:19am
I understand why it's possible, it may not be prudent, it was only a suggestion. After all your target audience is the type of people that enjoy text adventures, which doesn't include me, and I understand that when it comes to features you have manage what needs to be there and what is just extra fluff. I think it's a good idea to allow the alternate spellings for the reasons you've stated, and while I don't like these games much that doesn't mean I won't play it. I like to make games myself so I enjoy playing other's games as they're building them, seeing what they change/add and why, it's a learning experience much like seeing all the steps people go through on these forums with their art.
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Posted By: Highwaydog
Date Posted: 07 May 2006 at 12:41pm
Yeah, I understand.
Problem is that it could really disturb the clean appearance of the game if there's something next to it that looks like waste of space for experienced text adventure gamers.
Here is an idea what you can do, though: Play the game in windowed mode and have a text editor open with a text file listing all the commands down. I know it is not the best choice, but playing around a bit in the game will make you know the commands better, so after a while you just don't need it anymore.
For example, platformer games also need some time of practice until you can control them well. On this note, I suppose we'll leave this list away from the game itself, but the next version features possible windowed gaming. =)
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Posted By: Monkey 'o Doom
Date Posted: 07 May 2006 at 4:07pm
I personally would include a commands list .txt file in the Zip, but that's just my 2 cents. I love the look and feel of this game, and I would love to see more of it completed.
------------- http://pixelmonkey.ensellitis.com">
RPG is numberwang.
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Posted By: Highwaydog
Date Posted: 08 May 2006 at 3:59am
Those 2 cents are good ones, I'll list the commands in the help file.
Well yeah, I guess you'll have to wait a little bit till the next update, but jal wanted to come up with some new blueprints soon. Anyway, we will surely not hurry programming it, because of obvious reasons... if we did so, it would certainly looks like that. ^^
And by the way, the game features a short track of music now I wrote yesterday. I think there will be about 5-7 tracks for the game, just to be played on various places to underline the atmosphere.
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Posted By: Spriggan
Date Posted: 08 May 2006 at 10:45pm
Being able to write music for your games, that's one skill I'm quite jealous of.
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Posted By: Pixel_Outlaw
Date Posted: 09 May 2006 at 7:55am
Originally posted by Spriggan
Being able to write music for your games, that's one skill I'm quite jealous of.
Indeed
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Posted By: Shark
Date Posted: 09 May 2006 at 9:42am
anymore graphics yet?
------------- Snark, we love yuu.
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Posted By: Spriggan
Date Posted: 09 May 2006 at 11:32am
Originally posted by Pixel_Outlaw
Originally posted by Spriggan
Being able to write music for your games, that's one skill I'm quite jealous of.
Indeed
We should kidnap Highwaydog and force him to write music for us.
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Posted By: Highwaydog
Date Posted: 09 May 2006 at 11:57am
Hey, I've heard that!
*hides*
Bút.. err... *cough* What is this musik anyway? I don't know what you're talking about =P
@Shark (and topic): I haven't seen jal yesterday because I wasn't on irc, but I think I'll catch him later on.. and then we'll see. But anyway - at least I'm not in a hurry ^^
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Posted By: jalonso
Date Posted: 09 May 2006 at 8:26pm
*waves IRC style*
Good news and bad news.
@HD and pO, I have completed the walkthrough map and it looks great but
find I must change the layout in order to accomodate the new "viewer".
Sorry guys 
The new canvas needs 410x340 which is whats shown here. I suppose the
next standard size is best? I would now like to see 600x340 and have
that movie "envelope" size window.

This is a new map and legend for the newly completed map and other things

One last topic for now is the possible inclusion of 8 frame rooms in
certain locations such as shown in this "main hall" 360 view compared
to the 4 frame we had agreed on.

lets get together by IRC to discuss how I woke up and changed everything 
@ pO, Please take your Ridalin early enough so that its kicked in when we meet.
The good news is for Shark, New graphics 
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Posted By: Pixel_Outlaw
Date Posted: 09 May 2006 at 8:44pm
Ok let me wipe the drool off my compy...
( I don't need riddilin)
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Posted By: Saboteur
Date Posted: 09 May 2006 at 11:27pm
S'funny, I always thought it was spelled rhitalin.
ANYHOW, are you concerned about the nonstraightness of some of the lines in your fancypants animation? 'cauuuse if you ARE, then there are some that aren't straight.
In any case, it's awesome. Now get back to work
Mhh, I'm feeling particularly peculiar todaaay.
------------- "I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Posted By: Shark
Date Posted: 09 May 2006 at 11:45pm
good stuff! i thought it was ritalin. hmmm
------------- Snark, we love yuu.
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Posted By: Saboteur
Date Posted: 10 May 2006 at 12:05am
PAHAHA. And I get stepped on.
I stand corrected, it is indeed ritalin.
------------- "I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Posted By: Pixel_Outlaw
Date Posted: 15 May 2006 at 1:08pm
Ok well i got the rough room text done.
But Jalonso and HD are the only ones to see it yet...
Damn what merry men we be!
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Posted By: Larwick
Date Posted: 15 May 2006 at 1:15pm
Lookin' great. Btw, with the text commands, im not sure if it's already been said, but would you be making it so typos are accepted? like 'turn rightt'...? Cus when playing i kept typoing and it was quite annoying >.<
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http://larw-ck.deviantart.com">
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Posted By: Setzer
Date Posted: 15 May 2006 at 1:36pm
instead of text commands, I would rather prefer to use the numpad, 8 = up 46 = left/right 2 = down 13 = turn left/right
just because it sounds better in my eyes. [note I didn't actually play and am just commenting on larwick's post]
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Posted By: Highwaydog
Date Posted: 15 May 2006 at 3:15pm
Larwick:
Hmm.. Actually, if you use a machine and input something wrong you should get no response =P
It would not be hard to make equivalents like "rightt", but on the other hand, I would then need to think of every "partially acceptable" typo one could make... like "riggt" "rigth" "rgith" "riigth" etc...
Just exercise typing it correct and it will be alright =P
But at least it is not relevant whether you write "RigHt" or "RIGht" =)
Setzer: Considering that it's a text adventure... what should I say... It is not quite usual for text adventures. Also, it is not just a maze to move around, so you still need to enter commands like "take key". On the other hand, it would not be a problem to program that.
But there's no way for me to use the "2" key as "down"... NO WAY!! (that's what the "5" key is for and that is what annoys me often with games that have the numpad for controlling) ^^,
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Posted By: Monkey 'o Doom
Date Posted: 15 May 2006 at 3:29pm
YES! I hate 2 for down in numpad games! As for the rrigght thing, you could just check for a different letter and make sure there isn't one between letters of the command; search for each letter and be sure no incorrect ones slip in between.
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RPG is numberwang.
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Posted By: Setzer
Date Posted: 15 May 2006 at 3:58pm
highwaydog: if you were to use 5 as down, then I would suggest you use 7 and 9 as turn left/right, just so most of the keys would be on the same line. and alot of games use numpad 2 for down because they also use diaganols for 7,9,1,3, so 5 being down and 1/3 being down left/right wouldn't make much sense. it's just what people are used to.
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Posted By: Shark
Date Posted: 15 May 2006 at 4:15pm
wouldnt it just be easier to use the arrow keys?
and i would prefer 8-up, 4-left, 5-down, 6-right. 2 would just be
awkward
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Posted By: Larwick
Date Posted: 15 May 2006 at 4:47pm
Or you could generally say no to the left/right/up/down keys idea cus its a text game...
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Posted By: Highwaydog
Date Posted: 16 May 2006 at 1:57pm
Yeah, I suppose it would be better. I'll still have it in my mind, though, so if it appears like a really good deal, why not include it...
Also, I now know what I do with the "turn" commands. I just make it check the first letter, the rest is irrelevant... so you could also write
turn r... for right... or maybe turn riiiiiight
turn b... for back... or maybe turn bread (just if you thought that it could make sense...)
turn l... for left
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Posted By: Larwick
Date Posted: 16 May 2006 at 2:02pm
turn bamboozle!
Lol, sounds like it should work. 
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Posted By: Saboteur
Date Posted: 16 May 2006 at 2:17pm
Half the fun of testbased games was typing go northwest only to have it tell you "You can't exit northwest. Exits are north, west, and three degrees off the port-bow" and then you'd go go three degrees off the port-bow and it would say "What? how can you DO that? I don't get it." so you'd say turn three degrees off the port-bow and it would say "A goblin pees on you from the roof. You contract a fatal disease in a matter of seconds and die a horrible and tragic death. As you're dying, you see a light at the end of the tunnel, and head toward it. As you get closer, you realise it is a door. Going closer still reveals it has a lock. Your memory tells you that you dropped a key when the goblin peed on you. Exits are back and forward" go forward "you can't, the door is locked, and you don't have the key" go back "You wish. You're dead, fool, there IS no turning back" quit "Quit WHAT? You've already quit life." quit game "You already are dead. You can't quit life twice." ressurect self "You ressurect yourself by tasting the light at the end of said tunnel. You're so shocked that it worked that you have a heart attack and die again. There are no exits, ctrl-alt-delete does not work, and there is one word in the whole english language that will make this game exit. Better start trying." BANANAPHONE "You're an idiot. That one word that will quit the game is no longer an english word, but one written in heiroglyphics" download heiroglyphics text package "You wish."
And SO, ad infinitum.
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Posted By: jalonso
Date Posted: 17 May 2006 at 10:07am
Sab makes an excellent point there.
EDIT: lmao
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Posted By: Shark
Date Posted: 17 May 2006 at 10:15am
lmao that is hilarious, post of the year goes to saboteur!
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Posted By: Highwaydog
Date Posted: 21 May 2006 at 7:34am
If I just knew something from my co-workers, it would not be that bad.. especially whether the story has grown yet, that's something that's interesting me..
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Posted By: jalonso
Date Posted: 24 May 2006 at 12:12am
Highwaydog, I have not forgotten or abandoned our project. I have been
working on laying out all the rooms and their views.
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Posted By: Larwick
Date Posted: 24 May 2006 at 4:41am
Yey for progress!
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Posted By: Larwick
Date Posted: 23 July 2006 at 6:05am
Boo for no progress...
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