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Small Castle Rooms #2046

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merged 6 commits into from Mar 23, 2014
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8bitgentleman
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As per CalebJohn's suggestion
http://www.reddit.com/r/hawkthorne/comments/2064in/costumes_made_easy_other_hawkthorne_updates/cg09g3s

Here's a quick and simple addition to Castle Hawkthorne. This add barebones rooms behind the doors and a series of keys and key shards needed to unlock the throne room.

@CalebJohn
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@8bitgentleman Whats the change in town.tmx? The arrows above the new doors need to be updated to the red arrow that was introduced in #2032 and the rooms seem to be a little small for the screen, they might need to be a little larger. Other than those things mentioned this is pretty cool and will hopefully displays that castle hawkthorne won't always be a long walk. btw I love the key shards it's an awesome use for crafting.

@8bitgentleman
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@CalebJohn Is that what you meant by change the arrow color? I checked and don't think anything changed with town.tmx how do I exclude that from the pull request? I like the idea of key crafting but I'm not sure if we should include it yet. I don't want to burn that idea on a super simple puzzle :) Leave the crafting until there are some more challenging puzzles behind those door. I'm considering replacing the key shards with regular keys for now.

@CalebJohn
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Ya the arrows should be red in castle hawkthorne as well though, the rooms look awesome though. I think we should leave the key shards, kinda like a teaser for the puzzle that lies ahead. I'm not sure how you can revert town.tmx, but you could just go in and edit out the changes that it looks like this branch makes.

@8bitgentleman
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What's the difference between the red and green arrows? Do them mean something different? The only thing that changed in town.tmx is the draworder="topdown" that shouldn't effect anything so I don't see why it can't stay.

@edisonout
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@8bitgentleman There isn't a difference in arrows - I just changed them all to red to be consistent rather than switching between the colours within a level.

@CalebJohn
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@8bitgentleman it's best not to have unrelated changes in a pull, this case it probably doesn't change anything but if it does end up breaking something it makes it hard to track.

@8bitgentleman
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@CalebJohn Is that what you mean about fixing the town.tmx changes? I reverted the file back to what it was before.

@CalebJohn
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@8bitgentleman Ya that's perfect, this is good to merge!

@edisonout
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Loving the key shards!

I've got a couple of suggestions:

  • turn auto-saving off on these levels - add "autosave false" to the map properties
  • make the levels slightly taller so they fill the screen - I think the minimum height is 14 tiles
  • maybe add an info property to the keys & doors, so rather than getting the generic "you need x key" you could explain the shards or just say something else?

@didory123
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@edisonout Originally, I had this idea that the red arrow means that the door was closed, and once you collect all the keys or something it would turn green, meaning you can walk in, but in hindsight that idea seems dumb now I don't even know why I included it.

On another note, even though I didn't check out the level yet, @8bitgentleman I'm sure it's great I can tell by the awesome key shard sprite, these new levels have me pumped. I promise I'll come back once TPP is over hopefully

@danhp
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danhp commented Mar 15, 2014

Tpp will never end!

@edisonout
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LGTM.

@didory123
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LGTM

didory123 added a commit that referenced this pull request Mar 23, 2014
@didory123 didory123 merged commit 5055de1 into hawkthorne:master Mar 23, 2014
@8bitgentleman 8bitgentleman deleted the basic-castle-rooms branch March 23, 2014 22:24
@NimbusBP1729
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@didory123 that idea is not a bad one

@didory123
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@NimbusBP1729 sometimes even I spit out something useful once in a while

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6 participants