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Yimmy
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Wednesday, May 28 2014, 7:43 pm EST
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Yeah, the current Aeon version 1: won't let me see the bottom few rows 2: won't let me load user levels so yeah


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Livio
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Wednesday, May 28 2014, 10:03 pm EST

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'krotomo' said:
When going into "Play User Levels", the box does not appear, neither does what I type, but I can still enter an ID.
lol oops. Fixed.

'everyone to only mak' said:
what is up with the dynamite in this game, its so messed up
Yeah the dynamite was kinda put in pretty crudely. I need to go back in and polish it up so that it works closer to expected.

'shos' said:
can we have the 'open this game' link lead to the working demo? lol
I didn't want to put the time into updating that page, so I just made it redirect to this topic instead. The game links everywhere else point to the new demo at least.

'Yimmy7' said:
Yeah, the current Aeon version 1: won't let me see the bottom few rows 2: won't let me load user levels so yeah
Hmm, I've seen similar glitches on other people's computers, but I thought I at least solved them. Kinda wish I could see a screenshot of your screen.

Daily Progress Report

I pretty much finished the Level Properties Screen today. You can now open it up, change your title, dimensions, terrain type, and background image.

I had to modify the level code format a bit in order to track terrain type and background type, but it's still backwards compatible with existing level codes.

Also the editor now shows you a preview of your current background, so that you can get a better sense of the look and feel of your level while you're making it, rather than only when you're testing.
Yimmy
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Thursday, May 29 2014, 11:07 am EST
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If it still happens next time I get on my computer I'll edit this post with a picture
Edit: everything is normal now.


Spoiler:

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Livio
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Thursday, May 29 2014, 7:56 pm EST

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New version's up.

Daily Progress Report

Today I added a Help screen for the level editor. You can get to it by pressing the last of the placeholder icons, or by going to File > How to Use the Editor. With the addition of this screen, I have removed that "hints" thing that was at the bottom of the editor.

I also polished the design of the File menu by adding dividers to group items by relevancy, and by rounding the corners of the rollover state.

I fixed quite a few glitches with respect to the zooming feature and how the level is displayed.
Mymop
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Friday, May 30 2014, 3:42 pm EST
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When you click Play Level on the level editor, you should be able to go back to the editor so that you don't have to reload the page.


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Livio
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Friday, May 30 2014, 7:47 pm EST

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You can go back to the editor by pressing Esc to pause the game and then clicking on "Level Editor" in the pause menu.
Bmwsu
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Friday, May 30 2014, 7:58 pm EST

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Can I request that, when you press R on the pause menu, it restarts the level?


Livio
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Saturday, May 31 2014, 3:49 pm EST

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New version's up! http://interguild.org/aeon_demo/

Daily Progress Report

Yesterday I redesigned the main menu and the level editor, to use brighter colors. Please tell me what you think of the current design, because I've been looking at it so much during the past 24 hours that I might be losing perspective, haha.

I still haven't changed the colors of the editor's popup windows (level properties, and help screen) so I'll do that later.

Tomorrow I'm leaving for a family trip and so I'll be gone for two and a half weeks. I'll still be working on the game whenever I get time, but I won't be making nearly as much progress as I made this week.

'Bmwsu' said:
Can I request that, when you press R on the pause menu, it restarts the level?
Sure, I'll make it so that you can press R anytime while playing, not just in the pause menu.
Yaya
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Saturday, May 31 2014, 4:00 pm EST

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Can we have something that takes us back to the Main Menu on the Play User Levels page? As of now you can only enter an ID and exit from there, but if you have no ID you gotta refresh the page.



COMING SOON: A giant meteor. Please.
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atvelonis
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Saturday, May 31 2014, 7:27 pm EST
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It would be cool if there were two new materials that you could pass through; one would slow time and the other would speed it up. The effect would last only a few seconds.


'jellsprout' said:
As a kid I always thought tennisballs looked delicious and I liked biting them. I still remember the feel of the fuzz on my teeth and tongue.
Isa
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Saturday, May 31 2014, 8:16 pm EST
No. I'm an octopus.

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let's not get into this territory just yet. we've already had a year-long stage where we only suggested things that would be cool - now it'd be nice to allow livio to focus on actually coding things.
Rocketguy2
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Sunday, June 15 2014, 11:37 am EST
God wishes he was me

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I have found a bit of a glitch

Ducking while moving is faster than regular moving


Can you feel your heart burning?
Can you feel the struggle within?
The fear within me is beyond anything your soul can make, you cannot kill me in a way that matters
canadianstickdeath
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Tuesday, June 17 2014, 2:50 pm EST

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I tried to see if you could move faster somehow but every time I timed it it seemed to come out the same.
Livio
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Monday, June 23 2014, 7:45 pm EST

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'Isa' said:
let's not get into this territory just yet. we've already had a year-long stage where we only suggested things that would be cool - now it'd be nice to allow livio to focus on actually coding things.
It's still nice to hear crazy ideas from time to time, even if the likelihood of them getting put into the game is slim.

'canadianstickdeath' said:
I tried to see if you could move faster somehow but every time I timed it it seemed to come out the same.
Then it must have been some kind of illusion, since you were moving faster than expected, regardless.

There's been a lot of progress since I was last online:

1) I updated the level encoding format to be more compressed. Basically, you no longer need to use the "=", but the game is still backwards compatible with levels that have that in their code.

2) Started implementing many optimizations. Added a framerate counter to the game's debugging mode.

3) You can now restart a level by pressing R.

4) Objects (including the player) are now be killed after falling completely out of the level's dimensions.

5) Polished player controls a bit. Having 100% friction seems to feel pretty nice. Also, you crawl slower than you run now.

6) Fixed the horribly broken hitboxes on arrows.

7) Tried to make object destruction and object falling feel nicer by adding delays on those events.

8) The auto-crawl feature has been brought back and is less buggy (changes to other parts of the game broke this feature earlier).

9) Added Steel Dynamite Crates (no sprites yet, so they look exactly like Wooden Dynamite Crates)

10) Wooden Dynamite Crates now throw projectiles when hit by the player.

11) Added Wooden Platforms (no sprites yet)

12) Added Steel Arrows (no sprites yet, so they look exactly like Wooden Arrows)

13) Added Secret Areas

14) Added Floor Spikes, Ceiling Spikes, Left Wall Spikes, Right Wall Spikes. (no sprites yet)

15) Added boulders (no sprites yet, so they look like the eraser tool). There are also some boulder-falling glitches that need to be fixed.

I've updated the latest version of the game, but it's been compiled in debugging mode so that you can see the objects that don't have sprites yet.

Our artist has been super busy with summer courses, and it looks like it's only going to get worse during the fall semester, so it doesn't look like she has any time to dedicate to the game anymore. I plan to take over all of the art responsibilities, unless someone who's skilled enough (and has enough time) would like to volunteer.
Yimmy
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Monday, June 23 2014, 8:45 pm EST
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Quote:
are now be killed

Best grammar ever


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atvelonis
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Monday, June 23 2014, 10:25 pm EST
Apocryphal Ruminator

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'Livio' said:
14) Added Floor Spikes, Ceiling Spikes, Left Wall Spikes, Right Wall Spikes. (no sprites yet)
Does this mean you can place two spikes in the same space? Like, a Ceiling Spike and a Left Wall Spike? If that's not the case then perhaps there should be a corner spike. Just a thought.


'jellsprout' said:
As a kid I always thought tennisballs looked delicious and I liked biting them. I still remember the feel of the fuzz on my teeth and tongue.
Livio
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Monday, June 23 2014, 11:17 pm EST

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Interesting idea. It would probably be too confusing to be able to set two tiles on the same spot, but I can imagine wanting corner spikes in order to make boxes of spikes look good. I'll add that to "maybe" list of features.
Livio
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Tuesday, July 15 2014, 2:12 pm EST

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(Yesterday's) Daily Progress Report

Wow I haven't posted on here in three weeks. I've been busy with preparing to move to Seattle, spending time with some family friends who came to visit us, and watching the world cup.

A new version of the demo is up, and it contains my attempts to make art for the game. The hard part about changing artists in the middle of development is that I don't have the experience needed to be able to match Berna's style, which means I had to draw my own wooden and steel crates, just for consistency. Fortunately, I think we can get away with not changing the player's sprites, but we might have difficulty drawing enemies in the future.

One of the toughest design problems that we had was figuring out how arrows should look. We didn't want to just copy HATPC, so we had that weird laser arrow thing that was in the past demos. Unfortunately, it was extremely difficult to tell which way the arrow was facing, so if you saw a bunch of arrow crates in a room, you wouldn't be able to immediately tell which direction those crates were aimed at. When I was redesigning the arrows, I knew I wanted a clear, distinct "arrow head" along with a distinct "arrow tail" so that you could easily distinguish its direction. If you play the demo now, I make some kind of rocket thing, which I think gets the job done pretty well.

I also made sprites for spikes. And today I'll be working on more sprites. I still need sprites for platforms, boulders, treasures, and doors.
Livio
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Friday, August 1 2014, 6:37 pm EST

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During the last half-month, I've been busy moving to Seattle. I start working at Microsoft on Monday, so hopefully I'll have some more consistency with my schedule now.

Lately I've been working hard to come up with a different kind of sprite to represent Aeon's equivalent to HATPC's treasures. I've tried locks, glowing orbs, giant coins, etc., but nothing really works as well as the simple treasure chest. So I think I'll just make a treasure chest and hope it doesn't look too much like a rip off.

I've also been thinking about how much longer I can afford to keep working on Aeon. I'm kinda running out of time, since I really need to start learning more technologies if I want to keep my career goals on track, and that means starting different side projects. I think I'll just have to set a deadline for this project, and it'll be declared as "finished", regardless of what state it's in. This means that I'll have to focus my current efforts on making the game shippable, rather than just adding everything that I can.

A good deadline would be to get it done before the end of this year, but it would ideally have to be before the holidays, so I'm thinking Sunday, December 14th, 2014. The final version of the game will be uploaded before (or on) that date, regardless of whether or not it does everything that we said we'd do. Basically, I'll focus on wrapping up the project, and focus on polishing things up.

Dunno if I'll be able to get any form of water into the game, though. Right now the biggest roadblock to progress is the fact that I'm making the game's art now, which is super time consuming for me, and not something that I'm very good at either.  
Isa
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Saturday, December 13 2014, 7:34 am EST
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Not sure how many people remember the deadline, aside from Pepperidge Farm - but according to legend tomorrow we're in for something. Not sure if Livio remembers but...
Yaya
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Saturday, December 13 2014, 8:22 am EST

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Haha, me and Soccerboy were talking about this on Minecraft last night. Yeah... if Livio swoops in with Aeon finished, good for him, but am I expecting that? Not really



COMING SOON: A giant meteor. Please.
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Livio
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Saturday, December 13 2014, 2:36 pm EST

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haha I remembered "the end of the year" kinda forgot about "december 14th"
jellsprout
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Saturday, December 13 2014, 3:44 pm EST
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That still gives you little over two weeks. Hype!


Spoiler:
aych bee
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Wednesday, December 17 2014, 1:56 am EST
when i am king

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Wow Livio I really gotta commend you for your dedication because let's face it most people would have given up a long time ago on a project they started when they were 15 seven years ago....


Spoiler:
Livio
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Thursday, December 25 2014, 9:10 pm EST

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Okay guys, this will probably be the last Aeon update.

http://interguild.org/aeon

As I said in my "deadline" post, the main goal wasn't necessarily to finish it, but to put it into a polished-enough state to be able to put the project down. That means no more placeholders, no obvious glitches, and finishing some in-progress stuff.

I don't remember what the game looked like last update, but here are some features that I don't think were in the last update:
--undo/redo for the level editor
--platforms (with art work)
--a few more terrains and backgrounds
--a better demo level
--a working "publish level" button
--a working "play user levels" page

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