 full of
 full of   's.
's.Great work. Animating the maps was a great move.

 full of
 full of   's.
's.
 +50 for your hard work, Qyzbud.
 +50 for your hard work, Qyzbud.  
 
 . And it looks weird seeing the kritters jump in midair.
. And it looks weird seeing the kritters jump in midair.
 ), and can report that today's update did upload as I'd hoped... even if I'm only now able to verify it! So, after some shifting and shuffling, I present to you Tree Top Town's first Bonus Area map! No CSS3 (or JavaScript) magic going on here — just a boring old GIF. One of these days I'll get my act together and build these Bonus Areas in a more efficient and programmatic way... but for now, at least the basics are there.
), and can report that today's update did upload as I'd hoped... even if I'm only now able to verify it! So, after some shifting and shuffling, I present to you Tree Top Town's first Bonus Area map! No CSS3 (or JavaScript) magic going on here — just a boring old GIF. One of these days I'll get my act together and build these Bonus Areas in a more efficient and programmatic way... but for now, at least the basics are there. 

Qyzbud wrote:I just battled a case of local server slowdown (hopefully it didn't affect any of you...)




![[N] :n:](./images/smilies/n.png) !) can be a bit of a challenge — especially with the barrel moving around below you, offscreen. For this Bonus Area, I've modified the background in an effort to make it tile vertically. I know the thinner trees might look a little off due to their extremely tall/thin appearance, but hopefully that's forgivable for now. How does it look to you guys?
!) can be a bit of a challenge — especially with the barrel moving around below you, offscreen. For this Bonus Area, I've modified the background in an effort to make it tile vertically. I know the thinner trees might look a little off due to their extremely tall/thin appearance, but hopefully that's forgivable for now. How does it look to you guys?  
  I'm sure I'll find a better way to display them, but perhaps that's enough of an improvement for now.
 I'm sure I'll find a better way to display them, but perhaps that's enough of an improvement for now.


 
 









 
 

![[K] :k:](./images/smilies/k.png) , and eventually I'll try to give all of the baddies proper movement paths... but for now things are pretty much complete.
, and eventually I'll try to give all of the baddies proper movement paths... but for now things are pretty much complete. 
  
   
  
 
 











![[O] :o:](./images/smilies/o.png) ) has actual movement, rather than just hovering in place. At the very least, I hope to have both the entirety of Ice Age Alley and the basics of Croctopus Chase ready in time for the latter level's relaunch tonight (or tomorrow, time zone-depending). Getting all of Croctopus Chase's Croctopus movements animated might take a while, but I'll do my best to get them done soon.
) has actual movement, rather than just hovering in place. At the very least, I hope to have both the entirety of Ice Age Alley and the basics of Croctopus Chase ready in time for the latter level's relaunch tonight (or tomorrow, time zone-depending). Getting all of Croctopus Chase's Croctopus movements animated might take a while, but I'll do my best to get them done soon.


 
 
 
  

 
  
 
 
 


 
   
   
  




 
 


Qyzbud wrote:Really, spaceman? I appreciate feedback, but that post looks like a text representation of actual microphone feedback.
 I'm probably the one getting joked on right now, but seriously that one made me almost freak out with laughter.
 I'm probably the one getting joked on right now, but seriously that one made me almost freak out with laughter. 



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