Author Topic: Lorn Screenshots and News  (Read 36669 times)

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Offline necro

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Re: Screenshots and News
« Reply #15 on: September 13, 2008, 02:41:48 am »
thanks to nitacku for coming up with a formula for halfspace collisions, I am making progress again and should be able to get the demo done sometime soon.
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Offline DJ Omnimaga

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Re: Screenshots and News
« Reply #16 on: September 13, 2008, 10:12:46 am »
w00t, awesome, I hope this time the demo is really coming out, I have been waiting for 2 years for that Combat Ball 0.9 demo that never got released ;.;
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Offline necro

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Re: Screenshots and News
« Reply #17 on: September 15, 2008, 06:50:19 pm »
well, new screenshot: of the title as it currently looks
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Offline kalan_vod

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Re: Screenshots and News
« Reply #18 on: September 15, 2008, 06:58:21 pm »
Love the type, great to see some SS...But I would love to see gameplay!

Offline Madskillz

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Re: Screenshots and News
« Reply #19 on: September 16, 2008, 12:00:43 am »
Man this looks sick necro, keep it up, I love the look. Sidescroller/platformers have always been a favorite of mine. What are you writing this in C/C++?

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Re: Screenshots and News
« Reply #20 on: September 16, 2008, 12:46:24 am »
wow this looks so awesome, keep up the good work necro :D
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Offline necro

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Re: Screenshots and News
« Reply #21 on: September 16, 2008, 02:56:31 am »
@madskillz: its being made in gamemaker 6.1 because it cuts down on the amount of work I have to do (especialy graphics, which I haven't much experience with in c++) though it pressents its own problems.

Right now, I am redoing the collisions with a combination of rectangle checks and triangle checks.  As of this post, save sloped floors and sloped ceilings (which I may not bother with if they are to much hastle) are done.  That's what I'll show off in the demo I hope to have up soon.  Then, I will begin cleaning up the code before I move on to the resource handler and work on my gui system some more.  I hope to have the engine functional before I head back to classes.
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Offline DJ Omnimaga

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Re: Screenshots and News
« Reply #22 on: September 16, 2008, 03:47:57 am »
Does it still run at high FPS? I remember playing some Metroid fan games with physics close to Super Metroid and as many features and it still ran quite fast for my needs (around 30 fps and it was stretched to fit my 1024x798 resolution)
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Re: Screenshots and News
« Reply #23 on: September 16, 2008, 08:52:31 am »
30 fps is the minimum, it might run at 60 or have an option to do so.
« Last Edit: September 16, 2008, 08:54:50 am by necro »
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Offline TIfanx1999

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Re: Screenshots and News
« Reply #24 on: September 16, 2008, 05:20:09 pm »
That sounds really sweet! Do you have any enemies in the works yet? Also, what are you using to design the sprites?

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Re: Screenshots and News
« Reply #25 on: September 17, 2008, 02:08:58 am »
No enemy code yet as the main collision system isn't quite done yet.  They won't be implemented for a while as all the things they will have to interact with and navigate will need to be made before them.  I hope to have them have much better AI than I did with combat ball (on which I learned a lot about what not to do) and have more than just simple movement/attack paterns like in metroid or castlevania.

As well, I found two of the bugs Ive been trying to deal with.  I had the code that lets you jump occur after the vertical collision, so it was possible to get pulled through walls above the player, and I had been using the wrong set of collision cordinates for the vertical check which was causing some major problems.  I still have a bit to do before the diagonal walls work, but I am pleased by how the system works so far as I can do some fairly neat things like make walls change dimmensions and it should be easy to let them move the player around as elevators, be slippery or sticky, etc.
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Offline Madskillz

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Re: Screenshots and News
« Reply #26 on: September 17, 2008, 04:15:47 pm »
Wow that is really cool, I cant wait to try this game out!

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Re: Screenshots and News
« Reply #27 on: September 18, 2008, 05:09:42 am »
oh, I just noticed the part about the sprites.  They were made mostly in paint xp (using a set of palletes I made, the pencil, and the dropper) though paint.net and gimp were used for certain bits.
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Offline DJ Omnimaga

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Re: Screenshots and News
« Reply #28 on: September 18, 2008, 06:01:41 am »
cool, I can't wait until a demo with the tiles that were in the first screeenshot and scrolling and stuff ^^
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Offline TIfanx1999

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Re: Screenshots and News
« Reply #29 on: September 18, 2008, 01:29:00 pm »
Ah, it really is amazing what can be done in MS paint XD. Keep up the great sprite work!