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Liquid Metal Slime
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 PostFri Jan 10, 2014 6:43 am
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Bob the Hamster wrote:
If your heroes stay aligned to the grid, ramps should be relatively easy. They just get harder when you want to support pixel-based movement (and it also gets harder when like me, you are bad at math)


Yeah I was thinking it would be easier. And I'm no good at math either. Strangely enough I'm in school for engineering which is fairly heavy in math. I've managed to pass my calculus 1, 2, and 3 classes with 50% grades which is the lowest excepted grade. Oh well, I'm going to be an environmental engineer in the end anyways so I'll rarely be touching the stuff. I do like math though, not much of the stuff I've learned in class but rather things I've found on my own like bezier curves and such.

Well heres what I've complete tonight:

⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
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 PostSat Jan 11, 2014 3:28 am
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James, your game is beginning to resemble Strider a bit, which is awesome. Looks really cool.

I hate ramps, too. You remember all the trouble I had getting ramps to work in my games? At least yours are at 45-degree angles. Mercy on the poor soul who attempts 33-degree angled ramps. That was a mistake on my part.

And, I never did get the parallax working correctly. Production on my game stalled after attempting that. :p Your success inspires me to try again, though.
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Liquid Metal King Slime
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 PostMon Jan 13, 2014 3:06 pm
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Super Slime
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 PostMon Jan 13, 2014 6:30 pm
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Bob the Hamster wrote:


Plant versions of Castlevania's white dragons?
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Liquid Metal King Slime
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 PostMon Jan 13, 2014 6:36 pm
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Mogri wrote:
Plant versions of Castlevania's white dragons?


Somewhat, yes. When I first started off, I was thinking about the Chain-Chomps from Mario 3, but their behaviour did end up being a lot more like Castlevania White Dragons (which is more fitting for this game anyway)

They don't have any projectile breath, although I might do that for another variant of them somewhere else in the game.

I really should post a video of these moving, but I didn't have time to create one last night.
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 PostMon Jan 13, 2014 6:44 pm
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A video of them would be lovely.
If you want them to be chain-chompish, you could have them just sort of sitting around until you draw near, then they lunge at you as far as their stalks can take them.
Then sorta just wiggle around in place while biting at you now and again. Maybe after the 64th try their stalks break and the flower just psychotically chases you, bouncing around.
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Metal King Slime
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 PostTue Jan 14, 2014 3:57 am
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I'm guessing that the heads move around and stuff? How'd you go about rotating them? Multiple frames and a cunning script that tells it which frame to use for that slice? Or something else?
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Liquid Metal King Slime
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 PostTue Jan 14, 2014 5:28 am
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BMR wrote:
I'm guessing that the heads move around and stuff? How'd you go about rotating them? Multiple frames and a cunning script that tells it which frame to use for that slice? Or something else?




Here are the sprites I use for them.

Each enemy slice is a fake object, with the data members stored in the values of invisible child slices. One of these data members is "attached to" which I use a little bit like slice parent/child except that i want to keep all the slices as siblings and use the real parent/child tree for other purposes.

This script gets run for each segment of the stalk. All it does is get the slice that it is attached to, and pick a frame based on the approximate angle between them

Code:
script, death tulip stalk animate, sl, begin
  variable(a, xd, yd, pic)
  a := get attached to(sl)
  if(a) then(
    pic := get pic(sl)
    xd := slice x(sl) -- slice x(a)
    yd := slice y(sl) -- slice y(a)
    if(xd <0> 0) then(set direction(sl, 1))
    xd := abs(xd)
    if(yd <0> xd * 2) then(set sprite frame(pic, 0), exit script)
      if(abs(yd) > xd) then(set sprite frame(pic, 1), exit script)
      if(abs(yd) > xd / 2) then(set sprite frame(pic, 2), exit script)
      set sprite frame(pic, 3), exit script
    )else(
      if(abs(yd) < xd * 2) then(set sprite frame(pic, 4), exit script)
      if(abs(yd) < xd) then(set sprite frame(pic, 5), exit script)
      if(abs(yd) < xd / 2) then(set sprite frame(pic, 6), exit script)
      set sprite frame(pic, 7), exit script
    )
  )
end


The flower head has a similar script, but it also does the chomping animation.



As you can see this is a pretty easy enemy. All you have to do is stay out of range and attack. It is my intention that this will actually probably be the first enemy that you encounter.

The AI simply alternates every 2 seconds between reaching directly towards the player, and reaching for a randomly chosen point on the map with a Y value higher than the player's head.
Metal Slime
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 PostTue Jan 14, 2014 8:13 am
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Meowskivich wrote:
SparElric wrote:
EDIT: Oh wait! Do you mean those flowers with the yellow balls for petals that Yoshi can eat and make eggs out of?! Grin

Correct, young child!

26 is young now? V

Very nice graphics James! I love that flower monster!
"One can never improve enough nor should one stop trying to improve."
Metal Slime
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 PostWed Jan 15, 2014 5:28 am
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->

Gonk
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Liquid Metal King Slime
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 PostWed Jan 15, 2014 5:36 am
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That looks nice! 16-bitification!

Here is what I have been doing today: Bigger monsters!

Metal Slime
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 PostWed Jan 15, 2014 5:51 am
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Those caterpillars are mighty nice! Grin
To friends long gone, and those I've yet to meet - thank you.
Metal King Slime
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 PostWed Jan 15, 2014 7:33 am
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Fenrir-Lunaris wrote:
->

Gonk


What has science done?!
Super Slime
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 PostWed Jan 15, 2014 7:53 am
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As long as you're increasing the color depth anyway, you might want to see if you can do some antialiasing to make "OHR DEPOT" look less like "OHR DEDOT."
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Liquid Metal Slime
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 PostWed Jan 15, 2014 2:54 pm
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Bob the Hamster wrote:
That looks nice! 16-bitification!

Here is what I have been doing today: Bigger monsters!



That's awesome!
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
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