Longicorn: Enter the Mind of the Spirit Wolf
The Feather Horned Longicorn converts racial stereotypes into political stereotypes on his quest for spiritual enlightenment from the Spirit Wolf.
Turn Indian Chiefs into Cowboy Reagans with magic dust and a maddening yet satisfying flying mechanic.
Awards
Scores
Ratings (show detail)
Overall: 3.0
Fun: 2.7
Production: 3.0
Innovation: 3.2
Respondents: 37
Files
File | Uploader | Date |
---|---|---|
longicorn.zip
— final
Longicorn: Enter the Mind of the Spirit Wolf |
devon | 2009/09/06 00:33 |
screenshot-1252193240.png
— final
Longicorn in flight. |
devon | 2009/09/06 00:24 |
featherhornandbear.jpg
Enter the mind of the Spirit Wolf. |
devon | 2009/09/02 16:25 |
Diary Entries
Up To Mischief
Enter the mind of the spirit wolf
Implemented a flying mechanic like mario swimming, but still needs work. Got platform collisions working, blah, blah. SOUTHWEST FEATHER HORNED LONGICORN NEW AGE ADVENTURE. waaay behind schedule :).
Thoughts.
I'm too busy with other things to actually work on the game right now, but I needed to tell someone that I hope that our music ends up sounding like [a relaxing bubble bath, but there might be a pit viper up in that bath with me].
Thanks for listening.
Thanks for listening.
I made a bug walk cycle...
It's still missing it's giant feather antenna which is kind of the most important part... but it's coming along :)
FInale
Well, I got something done, and it has an end state and a few really cool things going on and a few really horrible things! It pales in comparison to the original vision me and John had, but I got some decent art and music in there.
Things I wish i would've done before pyweek (A post mortem):
learn cocos2d :) I spent the first half of the week trying to get the window resized correctly and the second half trying to keep track of all of my transformation anchors... at the end of the week crunch time made for some messy code with no rhyme or reason to which class was in which class' business.
The cocos animation editor would've been great to use too, if I could figure the darn thing out.
Made a platformer. I realized after I started that I really hadn't made a platformer before... bad idea for getting something done, but it was a great learning experience.
Created a framework for loading images. It's just a mess right now, especially with all the calls to set each image to use GL_NEAREST for scaling. I couldn't find a way to not have to touch every texture loaded and manually set the scaling for pixel art.
Understand physics and framerate independent movement better. Right now moving left and right and up is fps independent based on dt, but falling down slows with the framerate... could not for the life of me get it to behave right so I had to keep it this way (my movement is a little complicated, especially since the movement mechanics and sprite dimensions change frequently).
But I'm still a little proud what I did get done, especially since the bulk of the art and all of the programming duties were on my shoulders. Thanks again to Ian for the awesome retro music and sound effects and the funny NPC NPC sprites, and John for coming up with the longicorn mechanic/character idea and original spirit wolf concept ;)
Maybe I'll finish this for pyggy with some kangaroo mice which were supposed to be in there instead of the Indian, and a spirit wolf boss that actually does something, not to mention some sort of risk in the game besides missing a jump would do gads to improve its enjoyability...
Oh well, congrats to all who finished!
Things I wish i would've done before pyweek (A post mortem):
learn cocos2d :) I spent the first half of the week trying to get the window resized correctly and the second half trying to keep track of all of my transformation anchors... at the end of the week crunch time made for some messy code with no rhyme or reason to which class was in which class' business.
The cocos animation editor would've been great to use too, if I could figure the darn thing out.
Made a platformer. I realized after I started that I really hadn't made a platformer before... bad idea for getting something done, but it was a great learning experience.
Created a framework for loading images. It's just a mess right now, especially with all the calls to set each image to use GL_NEAREST for scaling. I couldn't find a way to not have to touch every texture loaded and manually set the scaling for pixel art.
Understand physics and framerate independent movement better. Right now moving left and right and up is fps independent based on dt, but falling down slows with the framerate... could not for the life of me get it to behave right so I had to keep it this way (my movement is a little complicated, especially since the movement mechanics and sprite dimensions change frequently).
But I'm still a little proud what I did get done, especially since the bulk of the art and all of the programming duties were on my shoulders. Thanks again to Ian for the awesome retro music and sound effects and the funny NPC NPC sprites, and John for coming up with the longicorn mechanic/character idea and original spirit wolf concept ;)
Maybe I'll finish this for pyggy with some kangaroo mice which were supposed to be in there instead of the Indian, and a spirit wolf boss that actually does something, not to mention some sort of risk in the game besides missing a jump would do gads to improve its enjoyability...
Oh well, congrats to all who finished!