Quaintbrush

Jesse

  • Posts: 102
The Adrenaline Gel has been replaced with Overload Gel, which prolongs the effect of anything that is painted red.

I'm also considering removing or changing Super Glue, because it's pretty similar to the Zero Gravity Field.

Jesse

  • Posts: 102
I've been working on Quaintbrush lately for the Ludum Dare competition.

So far, I have 10 / 20 levels to go, and 30 hours to complete the game.

Stuff to do:
- Design Stealth Fog and Vaporizer Smog
- Create Sentry Drone enemies
- Make Water Gun that erases ink
- Create flippable panels / surfaces that you can't draw on
- Design 10 more functional levels, including the boss
- Make a paintbrush cursor.
- Menu stuff, end game / skip level, pause screen
- Saving progress, dialog / instructions
- sound effects, background music,


Stuff done:
- make current levels fully functional
- prevent the player from leaving the sides of the screen
- Doors to get to the next level
- fix brush drawing to be less laggy
- Ink limits / ink bar on top
- switching ink
- WASD support
- Laser tripwires, buttons
- dying
- Add turrets
- health system
- crumbling blocks
- blocks that appear/disappear with switches

Once the game is in a more playable state, I urgently need people to test for me (before Sunday 10 PM EST). If you're interested, let me know.

« Last Edit: April 30, 2011, 09:19:03 pm by Jesse »

Manuel

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  • Posts: 764
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Jesse

  • Posts: 102


Making progress. I'll wrap up some of these levels and post up a demo in a bit. Again, I need as much feedback as I can get.

Hectate

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  • Posts: 4643
I'm looking forward to this. I was just looking over your updates on the LD20 website. Looking good!
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Jesse

  • Posts: 102
The first six levels of Quaintbrush are complete. Please provide your feedback as soon as possible, I'd really appreciate it. I have approximately 23 hours left to complete this game for Ludum Dare 20.

http://www.mediafire.com/?n7aom78o4l9do98

Remember that the following is incomplete:
Code: [Select]
Stuff to do:
- blocks that appear/disappear with switches
- make current levels fully functional
- Pop in stealth fog and vaporizer fog
- Erase ink, create surfaces that you cant draw on
- ten more functional levels
- End game boss
- paintbrush cursor
- Menu stuff, end game / skip level, pause screen
- Saving progress, dialog / instructions
- sound effects, background music,

One of the major lacking features is instructions. I'll provide them here.
WASD - Move, W to open doors
Left click - draw with your brush.
Grab floating pointed stars to change your ink color.

Overload gel - red: this gel PROLONGS events.
> increases health regeneration rate
> allows double jump, only once
> makes turrets slower, bullets slower, and increases reload time
> makes switches' time increased

Speed slime - yellow: this slime lessens friction / SHORTENS events.
> makes you slippery / faster
> makes turrets faster, bullets faster, and decreases reload time
> makes switches' time decreased

If you're stuck, try experimenting with your brush and use it on different objects to see how they change.

« Last Edit: April 30, 2011, 08:13:44 pm by Jesse »

Epic428

  • Posts: 1118
It seemed rather difficult at times, the one level where everything is hidden, all i did was walk to the exit. The level after that was where I stopped as it was too frustrating. Some of the earlier levels were a bit frustrating as well. I also did not realize I had to press up to enter the door nor that arrow was a door.

Edit: ah there are the instructions lol
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Jesse

  • Posts: 102
It seemed rather difficult at times, the one level where everything is hidden, all i did was walk to the exit. The level after that was where I stopped as it was too frustrating. Some of the earlier levels were a bit frustrating as well. I also did not realize I had to press up to enter the door nor that arrow was a door.

Edit: ah there are the instructions lol

The level where everything is hidden is actually an incomplete level (which I just finished now by the way). XD
I mentioned that only the first six were really complete.

I did forget to say that pressing W also opens doors, I apologize.

Could you be more specific with troubling parts in the earlier levels? I think it helps to know that drawing on specific objects affects them - drawing on switches adjusts it's timer, and more importantly, drawing on turrets adjusts it's reload speed. You really need to use that reload time to your advantage to zip through them.

Epic428

  • Posts: 1118
Haha, I did not realize that. And the fact that you mention that you have to draw on the objects in order for them to be affected really changes the frustration level. Lemme go back and retry with that information in mind

Edit: omg yes that made it soo much less frustrating than before. The one where you have the yellow brush and you run up then fall through the laser trap was still a bit tough, but I think it wasn't as challenging.

What I am seeing that is quite nice about this game is that you have to make careful decisions on how you use and switch brushes. It makes for a nice game play mechanic

« Last Edit: April 30, 2011, 08:19:59 pm by Epic428 »
James Moore - Official Support & Documentation.
We cannot and will not respond to PM's asking questions. Please make a new thread in the forums if you have any questions, Thank you.
For better support and faster response times, please post your logs regarding any Stencyl related issues. Debug > Logs > Generate Logs

Jesse

  • Posts: 102
Thank you! :)

Level 8 and 9 are complete.
Level 9 is a really huge favorite of mine, I'm looking forward to showing it to you guys. :)

I'll release a new demo once I finish Level 10.

EDIT: Level 10 is done. The new demo is out. All ten levels are polished and fully playable.
http://www.mediafire.com/?fvcaccvh7jtjm0c

todo:
Code: [Select]
Stuff to do:
- Create Sentry Drone enemies
- Make Water Gun that erases ink
- Create flippable panels / surfaces that you can't draw on
- Design 10 more functional levels, including the boss
- Make a paintbrush cursor.
- Menu stuff, end game / skip level, pause screen
- Saving progress, dialog / instructions
- sound effects, background music,

EDIT: Scrapped stealth fog because it can't fit in 20 hours, let alone 20 levels.

« Last Edit: April 30, 2011, 11:13:22 pm by Jesse »

Jon

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  • Posts: 17523
Great job so far! The amount of ground you've covered in this time is amazing. I know, I haven't done one myself, but over the years, I've observed several people closely (remember Hopedagger?) and am amazed to see it unfold.

Manuel

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  • Posts: 764
Really nicely done. The mechanics are well polished and the level design is good. The only flaw I find is that you should make it more explicit that "W" exits the level, since there's an arrow pointing to the right I first thought it was indicating the exit. Aside from that you can make an awesome pos-compo game out of this. :)
Game developers are the deities of the virtual realm.
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Jesse

  • Posts: 102
Thanks everyone! I'll be sure to clear up the controls in time for release.

Here's a new demo. There's 13 / 20 levels complete now (graphics are still temporary for the later ones though). One of the major additions here is the Anti-Gravity brush.

Whereas the first few levels were quick and done in seconds, these new ones will require a lot of serious thinking. ;)
http://www.mediafire.com/?mxvclscqiu95kpl

Code: [Select]
Checklist
- Design 10 more functional levels, including the boss
- Menu stuff, and pause screen stuff: end game / skip level
- Saving progress
- dialog / instructions
- sound effects, background music

EDIT: Whoops, broke level 3 in that demo.

« Last Edit: May 01, 2011, 10:18:22 am by Jesse »

Darkhog

  • Posts: 1243
Could you put this on Forge? It would make testing easier.

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Alexin

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He isn't using Stencyl, but GM I think...
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