my favorite screenshot at this point
This shows my favorite screenshot of the game at the moment.


Could I see some screenshots of your game in progress?


Screenshots 11 through 20





Screenshot #11: Tutorial level: the beginning area version 2
This is version two of the tutorial level, which looks much better than the first version (starting with screenshot number 1). This screenshot is at the beginning area of the level. This is where you learn the most important thing in the game: jumping. In fact, see the squares on the sides of the platforms? You can jump a little higher than four of those, probably 5 as I haven't decided at this point. See that dark blue platform? That platform moves up and down.





Screenshot #12: Tutorial level: the second challenge version 2
The second challenge is where you learn how to jump across gaps. The first two are easy, but the last one, to where the path changes direction, is twice as big, but still easily negotiable. If you fall or miss, you'll have to start over again. Normally, you'd lose a life, but, in the tutorial level, you can retry as many times as needed.





Screenshot #13: Tutorial level: going underwater
In the watery worlds in the game, you'll have to learn how to navigate in water. If you go too far under, you'll lose a life. In this game, you sink toward the bottom. You only have 30 seconds of air or so, otherwise, any longer, and you lose a life from drowning. Also, see the blue and green objects on the other side? These objects are springs. The blue ones throw you up 8 of those squares (256 quants). The green ones send you up 18 of those squares (576 quants plus some extra). The big red ones (not visible), the most powerful, send you up 32 of those squares (1024 quants plus some extra). The springs, however, need to have their skins redone (a skin is a texture image displayed on the object). This, however, is a quick fix.





Screenshot #14: Tutorial level: the 2-ups
Normally hard to get to, these objects provide extra lives, essential for the later levels especially. Of course, if you're after a high time bonus, you should avoid these. Score can lead to extra lives, too ya know, but sometimes, extra help may be needed. This is a 2-up icon worth two extra lives at once. In the water is a very rare 5-up worth five extra lives, but these are very risky and, if you don't treat the area well enough, you could end up losing a life and having to start the stage all over again.





Screenshot #15: Tutorial level: the final stretch
At the top of the area where the springs take you, you'll learn about another common special ability, gliding, which is essential for getting across large gaps. It may seem to start off slow, but if you were to glide long enough, you could get incredibly fast. These are relatively short glides. The glides get longer as you head away from the top of where the springs got you. The goal platform is also clearly visible from here. Someone after time would focus for getting at it really quickly, even from the point of where the screenshot is positioned at.





Screenshot #16: Tutorial level: The goal stretch
The final stretch toward completing this level is a biggie. It's the longest glide you have to do, however, you're up a little higher so you can make it more easily. If you double your height, you could glide four times further!





Screenshot #17: Tutorial level: The special goal platform first design concept
Of the absolute essentials in the game, this is one of them. To finish a level, you must get to this particular spot. Once you land on it, you beat the level and score depending on how long you took and what level you completed. The higher the level number you complete, the more points you score. Also, the faster you complete each level, the more time bonus you'll score. Because the goal is the most important place in each level, it should be made highly visible and indeed it is. It's clearly visible from even 10,000 quants away, or about 312 1/2 of those squares. That's like half to a third of the entire world! The start platform, however, is different, though closely related to the goal platform.

Also, as part of a debate I'm having on which design to use for the center ring, this is one of the concepts, and the original. This platform is meant to be clearly visible from a long ways away. The start platform will have the same design, though a little different.





Screenshot #18: Tutorial level: The special goal platform second design concept
Because I'm debating on how the goal platform should look, I've come up with numerous designs for it. This one is one of the two favorites and the most likely to be used. However, the ring is flawed a little. I'm likely to use this design, but in a little different way then shown here.





Screenshot #19: Tutorial level: The special goal platform third design concept
This is the third concept. However, the problem about this is that it can make the goal text from above harder to read. Since visibility is key, this isn't much of a good idea.





Screenshot #20: Tutorial level: The special goal platform fourth design concept
This is the fourth concept. It's the least liked of the designs as it's very hard to see the "GOAL!" notation. I nearly reject this one.



9.1.2 George Game 13
9.1.2.1 Overview and development progress
9.1.2.1-1 What George Game 13 is
9.1.2.1-2 Screenshot gallery
9.1.2.1-3 Progress
9.1.2.1-4 FAQ
9.1.2.2 George Game 13 screenshot gallery: Screenshots 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 41-70 | 71-80

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