Author Topic: Fruit Ninja  (Read 104214 times)

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Offline Builderboy

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Re: Fruit Ninja
« Reply #15 on: February 05, 2012, 11:54:41 pm »
It's a bit hard to understand if you have never played the iPhone game Fruit Ninja (of which this was based on :)) But you should try it, it's uber fun :D

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #16 on: February 06, 2012, 12:00:25 am »
How did you go about making the sprites Deep Thought?  If you need help creating the rest needed to complete the slicing illusion I think we (or at least me) could all pitch in :D
I would love the help :) Currently I'm drawing all the sprites on the graph screen with Pt-Change, taking advantage of the [Pic#r] (import tilemap) directive in Axe.

Each sprite has eight frames, 16x16, in sequential order; the program can generate a fruit at any frame position and the animation just rotates through the set. The sprites start on the top-left corner of Pic0 and currently extend to about the middle of Pic1:




Notice that the bottom halves of some of the orange sprites are duplicated on the second picture. That's because Axe imports only 56 rows from each image when importing a tilemap.

As you can see, I have bombs, whole watermelons, whole oranges, and whole pineapples done. I'm planning at least one more whole fruit—strawberries—and a couple of sliced-fruit sprites. The reason I've ordered the ones I have in this way is that I had been planning to make a set of two sliced-fruit sprites that look like the two halves of either a watermelon or an orange, and another set of two sliced-fruit sprites that look like either half-pineapples or half-strawberries (since they're kind of similar when sliced in half). Ambiguity would save me a lot of memory in the game.

If anyone would like to help, please tell me what you would like to draw (just eight 16x16 sprites that "rotate" in some arbitrary but consistent manner). Just remember that they should be 3D, so don't just rotate them like a flat plate! (Notice the watermelon sprites kinda "wobble" too, which makes the game more realistic.) Don't forget that they are reversed in color. They should also have a clear border around them, and not have too much whitespace within the sprite (since I'm using Pt-On to draw them, two half-filled fruits on top of one another will look kinda weird if they "merge" into each other).

You'll definitely go in my credits ;D

EDIT: Seven new replies O.O
« Last Edit: February 23, 2012, 07:20:23 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Fruit Ninja
« Reply #17 on: February 06, 2012, 12:03:18 am »
Wow those looks nice. One would think they're actually rotating O.O

Offline Builderboy

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Re: Fruit Ninja
« Reply #18 on: February 06, 2012, 12:08:21 am »
Wow you did that all by hand o.O I'll see what I can do!

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #19 on: February 06, 2012, 12:09:20 am »
Yeah, it took a while. The watermelons alone took me an hour x.x But they are the most beautiful so far, so I'm glad :)




Offline Builderboy

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Re: Fruit Ninja
« Reply #20 on: February 06, 2012, 12:19:05 am »
I fear that I may not be much help in these spriting sessions D:  I'm no ok when it comes to drawing the individual sprites, but they don't flow well together

Offline shmibs

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Re: Fruit Ninja
« Reply #21 on: February 06, 2012, 03:25:07 am »
i love the animations, and the controls sound refreshingly inventive as well! nicely done.

Offline ZippyDee

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Re: Fruit Ninja
« Reply #22 on: February 06, 2012, 04:31:10 am »
Reporting for duty! I'll give some sprites a go!

Also...this looks absolutely amazing. I was thinking about making a Fruit Ninja, but I couldn't think of a good control scheme. Yours is genius.
« Last Edit: February 06, 2012, 04:31:37 am by ZippyDee »
There's something about Tuesday...


Pushpins 'n' stuff...


Offline TIfanx1999

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Re: Fruit Ninja
« Reply #23 on: February 06, 2012, 08:06:43 am »
Never seen the original. No idea how it'll translate from a touch device to TI. It seems it would be a bit cumbersome. O.O I'll just have to wait and see.

*Edit* Forgot to mention that this is looking pretty nice visually. Are you going to do anything to spice up the background (IE like have basic grayscale backgrounds in different levels. Nothing too fancy just like a checker board or other things that are easily tileable)?
« Last Edit: February 06, 2012, 08:22:43 am by Art_of_camelot »

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #24 on: February 06, 2012, 09:29:30 am »
I was thinking of some fruit "splatters," like in the original game, but I might just keep it black-and-white for speed.




Offline saintrunner

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Re: Fruit Ninja
« Reply #25 on: February 06, 2012, 03:18:59 pm »
DJ: You haven't seen the popular fruit ninja game for the ipod touch? Look it up! Lol it is tons of fun.......seemingly impossible one the calc untill......

Deep: amazing! Simply amazing as usually!!! Can't wait to see it when it is done
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline Spyro543

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Re: Fruit Ninja
« Reply #26 on: February 06, 2012, 03:31:13 pm »
You should add score and different game-play modes just like in the original :)

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #27 on: February 06, 2012, 03:33:11 pm »
Well, I'm still working on the engine, since that comes first.

EDIT: Well, I made the strawberry sprites, but I got lazy and drew it in only one angle. Let's just say strawberries don't spin in midair <_<
« Last Edit: February 06, 2012, 03:48:53 pm by Deep Thought »




Offline Spyro543

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Re: Fruit Ninja
« Reply #28 on: February 06, 2012, 04:01:19 pm »
Yes, the swipe engine needs quite a bit of work. But great idea ;)

Offline Deep Toaster

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Re: Fruit Ninja
« Reply #29 on: February 06, 2012, 04:36:21 pm »
Yes, the swipe engine needs quite a bit of work.
What do you think needs work? I meant I'm going to finish the gameplay portion, like sliced-fruit animations and the little HUD on top, before I'm going to do points and high scores.