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HowHigh2.qst -- 5/2012 demo


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#46 trudatman

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Posted 15 December 2010 - 04:48 PM

thanks for the comments! worked on it a bunch last night. we definitely can't claim to be any further than a single-digit percentage of the way through this thing and the ideas are still coming, even though there are enough planned already to make a complete and interesting game. I have another few hours of work to do before it is ready for a fresh run-through. maybe I'll do some tonight. only about halfway motivated, currently. short version: progress is being made.

#47 trudatman

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Posted 21 December 2010 - 04:07 PM

updated the demo. different, but not really expanded. new screenshots are in the first post of this thread. stupid spider web was a lot of work. many of the repeating rock wall tiles have been varied, so it looks a bit better, to me. feel free to check it out. updated quest file is linked in my signature and in this thread's first post. holler.

#48 trudatman

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Posted 28 December 2010 - 12:16 PM

it has been over a week since I last opened this file up, but I do plan on getting to it as soon as my friend can find some time to join me. I'm not sure how I feel about the big spider, but I'm much happier with the repeating tiles since some variety was added to those parts. one of the next steps is going to be developing a transition to some standard overview sections. I figure those will have an aspect of zooming in/out on overworld-style maps that will essentially replace dungeons for most of the quest. the plan, currently, is to have the player climb and then descend the main mountain before introducing regular dungeon rooms. lots of plans -- got to get onto the real grunt work of quest building. has anybody tried the updated demo? it's pretty short, but it should remain mostly intact as the first chapter. thanks for checking in. here's hoping some serious work gets done ASAFP. questions? comments?

#49 trudatman

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Posted 07 January 2011 - 08:02 PM

looks like tomorrow is the day for some long-overdue work. that work is guaranteed to not include porting the quest over to the newest beta. questions from the above post remain unanswered, so I just may send the spider over to the screenshot thread for comments.

#50 trudatman

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Posted 10 January 2011 - 12:29 PM

fixed that spider a bit and worked on the next section of overworld a bit. still a lot of ideas to be implemented or eliminated. plenty of tile designing to be done. yay. been thinking about alternate uses for armoses and graves. can they be comboed so the armos leaves an active grave below him in 1.90? if so, I'm surprised I haven't tried and used that.

#51 trudatman

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Posted 21 January 2011 - 05:55 PM

worked on grass tiles and octorocks a few days ago. little else. was thinking of opening it back up tonight, but I don't want to do too much without my coconspirator. might do a bit. next demo won't be for a while, as I want there to be significantly more to the gameplay before sharing it again. slow progress is still progress.

#52 vravelo

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Posted 21 January 2011 - 07:28 PM

Man..! I just downloaded the demo, right now!!!
Its took me a sack full of,, "calm and easy mood""
hey is not criticism ,, but the hosting place,, just Stink!!
-
sorry
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QUOTE(trudatman @ Nov 21 2010, 12:32 PM) View Post

I think I understand. thanks. is cset nine already in use for other things? I appreciate your help. that character will look much better in browns.



#53 Jared

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Posted 21 January 2011 - 08:09 PM

Just wondering, why do you use 1.90? It's terribly outdated, and no on uses it anymore.

#54 trudatman

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Posted 22 January 2011 - 09:58 AM

sorry, Victor, but there was no update to the demo since you last played it. all of that downloading trouble for naught. as for the outdated program, it's the only version of ZC/ZQ I can get to run on my computer and...
QUOTE(trudatman @ Dec 3 2010, 03:10 PM) View Post
1.90 scares the kids away!



#55 trudatman

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Posted 25 January 2011 - 05:02 PM

made quite a bit more progress yesterday and today. changed all of the player sprites and did a bunch of other tile, icon and screen work. I feel like the thing is about 16% done. still not ready for an update to the demo, though.

#56 trudatman

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Posted 11 February 2011 - 11:17 AM

much closer to another demo. about 19% done with the whole quest, I figure. it has been tough getting the other guy here to work on it, but I had some assistance from an expert in her field (my roommate helped me design the aquamentus and it's pretty awesome). I really need to work on trees for the overview field (and the side-scrolling ones, too, I guess, so they show some variety). I'm quite happy with the gleeok, aquamentus and dodongo, but I've yet to come up with a plan for the digdogger, mostly due to the way that it animates. enemies and items are well planned, but there is still quite a bit of tilework to be done. I haven't even started the mountain scenes' tiles. if anybody reading this wants to help with this quest, holler at your boy.

#57 trudatman

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Posted 21 February 2011 - 04:10 PM

~24%

#58 trudatman

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Posted 11 May 2011 - 06:34 PM

~26% and planning to work on it tomorrow.

edit: did. ~28% done. getting there.

Edited by trudatman, 14 May 2011 - 09:51 AM.


#59 trudatman

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Posted 08 October 2011 - 03:16 PM

the back burner project still simmers. 30%. progress is progress. I feel really good about what we have, so far, and what we have planned for the rest. I like to keep my expectations reasonable; there is no major hard part to accomplish in the plan, so I see no reason why this would fail to get completed, aside from some possible disastrous circumstance. I'm pretty excited to get through the next little bit of this one, as another demo is close at hand(s). I realize that that has been a year-long mantra (which is not a half-manhandla-half-patra) for this project, but I am serious in the proclamation. the first demo features one section of the game. a second section is at a state of readiness that resembles the level of readiness that the first section had upon the last demo release. that first section has changed a bit, too. I'm tempted to go on, but dislike spoiling the fun more than I dislike maintaining suspense. thanks for caring enough to read this.

#60 trudatman

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Posted 15 October 2011 - 08:07 PM

new demo:

http://www.megaupload.com/?d=XLCQZV10

Edited by trudatman, 03 November 2011 - 09:54 PM.



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