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Author Topic: The New Exquisite Knorpse 3 thread of organization  (Read 8114 times)

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jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #80 on: June 25, 2010, 11:40:50 AM »

So, are we doing this fully linear, or fit it all together later?  Because the idea I had was I wanted to do a first half which is where you get the climbing glove, and then the second half, which lets you get past in to the latter portion of the game after you get, say, the umbrella/high jump.

As much as I love the freeform space full of interconnections, it's a lot harder to design around and leads to a lot of wasted space. It's pretty frustrating to design a couple different paths with interesting challenges and evocative landscaping only to find out that, in the final version, fighting your way through them leads to a dead end, or an area that's much easier to get to another way. So while you can go as nonlinear as you'd like within your area—you can even make multiple exits—you should assume that, once Juni has left your area, she'll never be back.
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Catloaf

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #81 on: June 25, 2010, 11:59:16 AM »

Just making sure; Putting a bunch of "no jump" blocks at the top of the screen is a legitimate way of letting a screen look like it has an open sky but not let the player go up, right?

Or is there an object that blocks the Juni from going beyond it but allows entrance into it.  I know there are invisible ones that kill you like that, but I can't find any hair thin, edge of tile, invisible walls.  Something similar would also be nice for bounding enemies that slide left/right (or up/down) in a row/column.

Yeah, fencing in enemies (not including projectiles) and moving platforms are the what I would most like which aren't there.  Unless, I'm missing something.
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yyler

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #82 on: June 25, 2010, 12:06:55 PM »

Just making sure; Putting a bunch of "no jump" blocks at the top of the screen is a legitimate way of letting a screen look like it has an open sky but not let the player go up, right?
Sure--but it shouldn't be an issue unless you have Juni at the top of the screen. Otherwise use noclimb on the walls (I usually make walls you can't climb different from the other walls in my area). She can't jump the entire screen height. Or you can just make a blank screen above the one with an open sky--just change the background forward and back so the level editor fills in it on your map--and that'll tell the player the same thing without actually impeding anything.

Or is there an object that blocks the Juni from going beyond it but allows entrance into it.  I know there are invisible ones that kill you like that, but I can't find any hair thin, edge of tile, invisible walls.  Something similar would also be nice for bounding enemies that slide left/right (or up/down) in a row/column.
...Not really. What I do to make enemies appear to fence themselves in only works if you are tiling over the background image--I just make one of the tiles 3 rather than 0/1/2. Some enemies go off screen and some don't, too, so consider using the screen edge as a fencepost if you can.
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Catloaf

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #83 on: June 25, 2010, 08:50:58 PM »

Another 1st timer question.  How many screens is the average person doing?  Because I have mine tentatively planned out at 224 playable screens (the others are just to kill off people who wander out of the map) and I'm thinking that it's probably a little high.
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #84 on: June 25, 2010, 10:08:38 PM »

The smallest in EK2 was 21-ish, and the largest was way bigger than what you've got now. Any amount will do.
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jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #85 on: June 26, 2010, 12:25:17 AM »

The largest contribution in EK2 had more than 250+ screens, but not by much, and this is including extra screens needed because of space the player can fall through, etc., so. Yes, 224 playable screens is on the high side.
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Catloaf

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #86 on: June 26, 2010, 10:43:16 AM »

Okay, good thing I had it planned out in a way that allows me to easily chop off a few sections.  I'll go for maybe somewhere around 100 then, give or take 20 or so.
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yyler

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #87 on: June 26, 2010, 10:24:21 PM »

okay.

hard mode area: done (music comes later but i'm sending it to friday in a moment anyway so she can put it in her area or wevs)
programmer's room: done (prolly)

going to retune something in my first area tomorrow i think. music might be changed later still, not sure.
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Brentai

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #88 on: June 27, 2010, 05:11:15 PM »

Nrrrrgh, every time I open the editor I completely fail to want to create anything.

I hope this doesn't persist for the next 4-400 weeks.
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jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #89 on: June 27, 2010, 06:10:05 PM »

So don't start in the editor. I usually have to start with some scratch paper where my doodles gradually coalesce into the approximate layout I want to make, and once I have that idea I can start making tiles or building rooms. If I start with the editor, yeah, I tend not to make any progress.
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Brentai

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #90 on: June 27, 2010, 06:17:57 PM »

I have a perfect concept of what I want to make.

I just don't want to make it.

Welcome to the Brentai School of Game Development.
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Friday

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #91 on: June 27, 2010, 06:59:08 PM »

This is why it's good to have turns and deadlines for those turns, instead of just

EVERYONE MAKE SOMETHING AND SEND IT TO NEWBIE

which would be a lot fucking faster if people, you know

made something
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jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #92 on: June 28, 2010, 01:05:34 PM »

We have a deadline, it's just dependent on an event which has an indefinite timeframe. Believe me, I'll be sending plenty of harassing PMs once VvW ends.
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #93 on: June 28, 2010, 05:26:46 PM »

Progress continues apace on mine, and I now also know exactly what I'm going to do in my mini-area. Said mini-area might require a custom object, if I can't find an appropriate graphic in the standard tilesets. But I'll burn that bridge when I come to it.
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yyler

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #94 on: June 28, 2010, 05:38:14 PM »

It'd be better to import a new tileset than make a new custom object, considering the massive amount of default tilesets that are bad.
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Friday

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #95 on: June 28, 2010, 05:40:40 PM »

With me going last, VvW winding down and not taking up huge chunks of my time, and my desire to get EK3 finished asap, I believe we should officially start the process now.

Up to Newbie, though, since he's the director.
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Brentai

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #96 on: June 28, 2010, 06:16:10 PM »

...

I hate you all.
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Catloaf

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #97 on: June 28, 2010, 06:23:41 PM »

I haven't done shit on it for like... 3 days now.  I guess I'll change that tomorrow....Maybe.
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Frocto

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #98 on: July 06, 2010, 11:50:41 PM »

I will try to whip up an area that will make Niku's contribution for EK2 look huge in comparison.
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Niku

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #99 on: July 07, 2010, 08:10:17 AM »

god this is our penises all over again
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