Author Topic: Lorn Screenshots and News  (Read 36748 times)

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Offline necro

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Re: Screenshots and News
« Reply #90 on: June 12, 2009, 06:05:17 pm »
_[]_
 p.o -wouldn't that be a bit to fancy and complicated?
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Offline DJ Omnimaga

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Re: Screenshots and News
« Reply #91 on: June 12, 2009, 06:08:31 pm »
well I thought it would be cool, since so far almost all demos usually only showed no gameplay of anything :( but it's up to you I guess. It's just that I think after 1 or 2 years if only small demos like the previous one are still shown to public people might start getting worried about if the Lorn project is real of fake
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Offline necro

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Re: Screenshots and News
« Reply #92 on: June 13, 2009, 12:04:26 am »
Well, it could be like duke nukem forever where its been over ten years...
I will hopefully get something to show on the project in the next few weeks.  I have a whole host of new things I want to try code wise first to see if substantial improvements can be made to the underlying game code.

Further, I am thinking about moving from game maker's gml to c# as it would open up a lot of possibilities.  I am currently testing the drawing functionality of direct x, though opengl may also be possible in the future.  I also plan to learn about xna.
« Last Edit: June 13, 2009, 02:29:15 am by necro »
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Re: Screenshots and News
« Reply #93 on: June 13, 2009, 02:46:27 am »
Hoping you aren't planning to release this project in 10 years o.o

but it still looks awesome though, I guess it would be worth a few years of waiting (hoping not too long still, tho)
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Re: Screenshots and News
« Reply #94 on: June 22, 2009, 06:19:29 am »
well, a little update...

I've been working on a few board games at least one of which I hope to eventualy get published (and which has some novel mechanics imo).  Further, I've been doing some programming experiments and I've been trying to makes some music.  Since this project is so complicated and has so many loose ends, I think I'll probably pick up some of my older, simpler projects and try to get a few of them done since I lack completed projects.  I find I keep coming up with new things I want to do, and as such I never finish the old so hopefully I can break the habbit over the summer.

Eventualy, I plan to cut down some of the things from Lorn that haven't ever worked well and get cracking on getting more game content, levels, and enemies done. Things like paralax scrolling and lighting, while suported by the code, may get cut if they seem to be takeing up to much time to implement well.
« Last Edit: June 22, 2009, 06:22:37 am by necro »
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Re: Screenshots and News
« Reply #95 on: June 22, 2009, 11:43:56 am »
Electronic board game or real board game? Interesting. Could you show pics or something?

As for comp project, I would suggest to try to stick to a project but when it gets too hard, try to move to another (alerady under progress) to clear your mind and come back later at the hard one afterward. Sometimes we need breaks from certain projects.
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Re: Screenshots and News
« Reply #96 on: June 22, 2009, 08:32:34 pm »
Actual board games with paper bits and glass stones for units and such (a shot of one of the player cards, though they don't print nearly that well)


As well, I am thinking graphically that itd be nice to use segmented sprites for animation like the more modern castlevania's do.  For instance, this enemy is made out of several parts layered on each other since it seem animation would be far easier this way.

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Re: Screenshots and News
« Reply #97 on: June 22, 2009, 10:29:29 pm »
looks nice :)
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Re: Screenshots and News
« Reply #98 on: July 25, 2009, 09:59:54 pm »

Leather Golem (minus smoke effect), again made of several parts
« Last Edit: July 25, 2009, 10:04:17 pm by necro »
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Re: Screenshots and News
« Reply #99 on: July 25, 2009, 10:53:47 pm »
i like it ^^

can you make these animated, like when walking around and facing multiple direction?
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Re: Screenshots and News
« Reply #100 on: July 25, 2009, 11:36:45 pm »
Eventually, I plan to make some scripts handle animations with these and a program to actually make the animations, but I haven't found the time yet. The way it would work is using a node system like that shy guy demo I posted a while back, each part of the object would have a sprite that has a rotation, frame, etc as well as a coordinate, and then on any number of points on it, other sprite sections could be attached.  So for instance, the golem's head and chest are one piece, the shoulders, upper arms, and torso connect to it, then they have parts connected to them, etc. so that a breathing animation would involve simply moving the sprites around for instance.
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Re: Screenshots and News
« Reply #101 on: September 07, 2009, 03:40:49 am »
Well, the program I was talking about is coming along.  Actually making the gui portion might be a nuisance. but the underlying stuff is working (animation is achieved by snapping nodes to other nodes and by being able to rotate and move node pairs, sort of like bones and joints).  It might be possible to some fairly fancy things like physics and wind and such, but those are down the line.  Right now, I want to get that golem walking around  :).
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Re: Screenshots and News
« Reply #102 on: September 07, 2009, 04:18:30 pm »
I really like this idea. WIth each parts of the body being separate this could be useful for the making of some RPG where you create your character at the beginning
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Re: Screenshots and News
« Reply #103 on: September 16, 2009, 11:12:02 pm »
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/SpriteNodes00.exe
controls: A/S: rotate limb section.  Z/X rotate lower limb section.  Arrows: move

This is just a proof of concept, making an actual program to 'make' these is probably a bit much...but at least its progress.
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Re: Screenshots and News
« Reply #104 on: September 19, 2009, 01:50:27 am »
Wow this is impressive, how many articulations could a huge boss have before slowing down too much? I am curious if bosses like Rydley in Super Metroid could be possible
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