Jump to content
Double Fine Action Forums

Cheeseness

DFA Backers
  • Content Count

    2,361
  • Joined

  • Last visited

Everything posted by Cheeseness

  1. About to go live with Paul O'Rouke!
  2. Nice work! The aim is to allow people making memory sequences to create their own character sprites that look different from each other, but there's value in having a generic one that anybody can use (maybe the same as what's used in the hub scene?) and kednar would be a great candidate for putting something like that together
  3. Cheeseness

    Art assets

    It's a bit messy, but I'll tidy it up
  4. Cheeseness

    Art assets

    @Reid_Harris_Cooper Do you have a GitHub account hat I can reference when committing that (if not, that's cool)?
  5. Day Eleven Today saw more changes to the main menu, the addition of an intro scene and more work on the wizard and space memories. In the main repo: Jenni has implemented her proposed changes to the main menu (41220e2) Jenni has added an intro scene with voice-over (14e4f3f) flesk has been working on the wizard memory (fork) In the assets repo: kednar added new character sprites for the space memory (#2) In the forums: Jenni posted a thread with some new direction for Amnesia Adventure before the end of AF Thanks to @Jenni @flesk and @kednar for their efforts.
  6. Cheeseness

    Update Log

    Day Twelve Today was a day of testing and refinement of networking and game feel, spurred on by the contributor catchup session organised by fragmental. A great start on the final stretch of Amnesia Fortnight! New build: This release is known as "2017-04-24_1253b4c", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds include improvements to powers (press space to activate), ball behaviour fixes, improved volume controls and fixes for online mode behaviour. See the release notes for details and known issues! In the main repo: jctwood changed table/asset selection in online mode to only be configurable by the host (#64) lightsoda fixed some unpredictable ball behaviour (#68) osse101 updated powers to be synced in online mode (#69) fragmental made volume controls persistent across restarts (#70) fragmental added some fixes for errors on ball restart in online mode (#74) jctwood added debug output for network latency (#75) In the assets repo lightsoda added a new song, A Pong of Balls (#15 ) kyle3wynn added sounds for goals (#16) kednar added more animations for the robot paddle (#17) In the forums: kednar created a thread in response to Tim Schafer's request for a combined Pongball team photo in the first mentor stream Thanks to @jctwood @lightsoda @osse101 @fragmental @kyle3wynn and @kednar for their efforts!
  7. Day Ten Today saw the addition of a credits dialogue, more work on the main menu background, and a bunch of initial art for the space memory scene. Exciting! In the main repo: Jenni added the credits handling code from Tiny Chopper Raceway (56b58f1) Jenni added a custom font (b820975) In the assets repo: kednar added placeholder assets for the space memory scene (#1) In the forums: Jenni shared a concept for the main menu based on work by TimeGentleman, Mythalore and WavingPeople in the Concept art thread Thanks to @Jenni and @kednar for their efforts!
  8. I'm really a fan of the design/layout of WavingPeople's original sketch and I think it worked well behind Mythalore's work as a placeholder in terms of providing valuable direction for future contributions. I'm sad to see it go.
  9. Cheeseness

    Update Log

    Day Eleven Today saw a lot of work on the audio front and the addition of kednar's robot paddle! For anybody who's keen, there's a contributor catch up happening today/tomorrow to work out what we're aiming to accomplish within the last days of AF. New builds (updated!): This release is known as "2017-04-23_abf23af", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds include audio options, new sound effects and a new paddle (assigned automatically). See the release notes for more detail and known issues! In the main repo: fragmental fixed panel views for credits and options menus (#58) fragmental added sounds from lclhstr and kyle3wynn (#58) fragmental added volume controls to the options menu (#58) fragmental added paddle sound selection to the options menu (#58) lightsoda added kednar's robot paddle (#59) ehne worked on the credits screen Cheeseness worked on code for parsing the credits files In the assets repo: kednar added a new "bulge" table (#10) kyle3wynn added new sounds for rollover targets (#11) kyle3wynn added new sounds for bumper collisions and powers (#12) kyle3wynn added a new music track, Boots and Cats (#13) In the forums: Cheeseness shared a screenshot of KGuNN's "Speedster" table in the Screenshots & videos thread fragmental shared a video of work-in-progress volume controls in the Screenshots & videos thread fragmental shared a video of new sound effects in the Screenshots & videos thread Thanks to @fragmental @kyle3wynn @lclhstr @possiblyanidiot @lightsoda @kednar and @Cheeseness for their efforts!
  10. Ah, cool cool. This is how we're handling credits stuff in Pongball (makes sense to combined generated lists of GitHub contributors from the main and assets repos with an extra file containing additional details and names of contributors who haven't directly committed anything to the repositories)
  11. It switches the render mode between original 90s graphics and the remastered graphics. Edit: Oh ha ha, there's a typo in there. Well spotted!
  12. The concept piece that WavingPeople put together was structured around having the letters map to the kind of positions/presentations that mementos would have on the wall. I think that WavingPeople's concept (or something that builds on it) is worth sticking with with the stuff that Mythalore's been doing.
  13. Day Nine Today saw more engine refinement, further development on the Doug the Ogre memory and some concept refinement on the space memory. In the main repo: Jenni updated the menu based on a combination of the hub background and Mythalore's work (397ed66) flesk added right click actions to inventory items (#18) Jenni added walk animations for the Doug the Ogre memory (7903c38) Jenni added a return to hub button to the Doug the Ogre memory (7903c38) Jenni added a music track to the main menu (8506ed9) flesk added support for combining inventory items (#19) In the assets repo: Jenni added a music track (913851f) In the forums: Jenni shared a version of Mythalore's menu work combined with TimeGentleman's hub background Jenni shared a "return to hub" button for the Doug the Ogre memory in the Concept brainstorming thread kednar shared some storyboards for the space memory in the Concept brainstorming thread Thanks to @Jenni @flesk and @kednar for their efforts!
  14. I love this At this stage, a few things feel a bit ambitious. I'd suggest substituting cutscenes with still images as placeholders (which you could replace with animated cutscenes once everything else was implemented). I'd stick with normal point and click movement mechanics for now and communicate propulsion through animation. I think you could trigger your "bouncing off the screen" behaviour by having clickable regions around the edges of the screen - when you click on one, you can trigger desired actions/text after the player arrives there.
  15. I'm feeling like it'd be better for the main menu to not use the hub background image (especially when we've got some pretty good concept art to use as a base!)
  16. Welcome, etisdew! I think with the time remaining during Amnesia Fortnight, expanding Amnesia Adventure's focus to include realtime gameplay and shifting the story away from the "metamorphosising space adventurer exploring memories to solve a mystery by finding clues in the past" plot that we've settled on might be too big a jump to be considering right now. You might be able to find some way to frame your ideas as something that takes place within one memory though if you keep the scope down! I might shuffle your last comment there over to the introductions thread where it's a better fit
  17. Here's @KGuNN's new map in the game \o/
  18. Cheeseness

    Update Log

    Day Ten As we cruise into Amnesia Fortnight's second weekend, we've seen more activity on tables, player controls and player powers/abilities, with more changes on the horizon! New build: This release is known as "2017-04-22_54d2516", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds include KGuNN's new "Speedster" table, switch controlled gates and player powers. See the release notes for more detail and known issues! In the main repo: KGuNN added a new table, "Speedster" (#54) fragmental added gate and spinner behaviours to the Speester table (#55) osse101 added an initial implementation of three player powers (#56) In the forums: KGuNN created a thread for discussing score mechanics KGuNN shared a HUD mockup in the Score Mechanics thread kednar shared a concept for a new table with a hill in the middle in the Concept art thread osse101 shared some table concepts in the Concept art thread osse101 shared some concept art for what the obscure player power in the Concept art thread fragmental created a thread for discussing 70s Pong gameplay fragmental shared a video of spinners in action in the Screenshots & videos thread kednar shared a mock up of air hockey style controls in the Paddle controls & gameplay thread Thanks to @KGuNN @fragmental @osse101 and @kednar for their efforts! Last, but not least, one last mentor stream for the week: Guests: Kee Chi and Chad Dawson Questions: KGuNN, fragmental, jctwood Question wrangler: KGuNN Topics: Programming, breaking down tasks and handling spare time
  19. Thanks to @Kee Chi and @Chad Dawson for sharing their time with us! There were some great thoughts in today's stream!
  20. We'll be going live with Chad and Kee in a little bit! Thanks also to KGuNN for helping wrangle questions on short notice!
  21. Cheeseness

    Score Mechanics

    For anybody who might have missed them, here's what's in the design notes page on the wiki I personally feel that having goals be the only way to actually score points is going to be an important way of pulling game focus back onto getting the ball moving between opponents and away from just whacking it into bumpers and obstacles and stuff. Rather than have a goal be worth bonus points, I think the best way to handle that is to give the ball a starting value (so it's always worth 100 points or something from the beginning). Bumpers should probably increase the ball's value by static amounts (with varying values for different bumpers?). Multipliers tend to increase things at dramatic rates that are more difficult to tune. The "points needed to win a match" threshold should be low enough that it's possible to win without it taking a million years if you don't hit any bumpers, and that if you do hit a few dozen bumpers, that probably shouldn't give an individual ball a high enough score to win the match on its own. I dig your layout!
  22. Day Eight Another quiet day today, though things are in place for people to contribute memories, which will hopefully bear fruit in the coming days! In the main repo: Jenni updated some script locations and adjusted menu button positions (173e695) flesk added some upstream Escoria updates (91261d0) In the forums: Mythalore shared some further work based on WavingPeople's menu concept in the Concept art thread Thanks to @Jenni @flesk and @Mythalore for their efforts!
  23. Cheeseness

    Update Log

    Day Nine Today saw the implementation of a new paddle model, a new test table, controllable flippers in Table02, some work on networking, and a lot of discussion about paddle controls. In addition, there are also several new work-in-progress tables. Exciting! New build: This release is known as "2017-04-21_a801fef", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds include a new test table, new paddle model, multiplayer score tracking and controllable flippers. See the release notes for more detail and known issues! In the main repo: jctwood added networked score tracking (#49) lightsoda added kednar's "slingshot paddle" (#45) lightsoda changed Table01 to demonstrate new rollover targets (#45) lightsoda added an "exit to menu" button (#50) Cheeseness added kyle3wynn's updated sound effects (#51) lightsoda added an empty table for testing (#52) fragmental added controllable flippers to Table02 (#53) In the asset repo: kyle3wynn updated their sound effects (#8) In the forums: lightsoda shared a video showing rollover targets, scoring and the "slingshot paddle" in the Screenshots & videos thread Cheeseness created a Paddle controls & gameplay thread, sharing all previously suggested paddle control schemes osse101 shared a new "single sided" table concept in the Concept art thread Cheeseness shared a hedge garden themed table concept in the Concept art thread fragmental created a thread for organising contributor catchup sessions Thanks to @jctwood @lightsoda @kyle3wynn @osse101 @fragmental and @Cheeseness for their efforts! Unfortunately, today's mentor stream was cancelled due to gust James Marion being sick. In spite of feeling under the weather, James braved IRC to chat with us about game jams, level design and architecture! You can find a log here.
  24. A very big thanks to @James Marion for making time to chat with us from home! I've popped up a text log for anybody who would like to plumb the wisdom he shared with us.
×
×
  • Create New...