Author Topic: Serenity  (Read 55655 times)

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Offline Builderboy

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Serenity
« on: June 24, 2009, 12:48:08 pm »
Its finally time to reveal some screenshot of my upcoming submission to the contest.  The game will be called Serenity, the story is based on a spaceship, and that's all i will tell you! :D

 

 

I'm very proud of the graphics, they're like nothing i have worked with before

EDIT: I didn't upload animated screnshots, because wabbitemu doesn't like special characters, and i use a lot of those.
« Last Edit: July 08, 2009, 10:34:58 pm by Builderboy »

Offline Eeems

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Re: Serentiy
« Reply #1 on: June 24, 2009, 12:51:38 pm »
OMG!!! wow that looks amazing! is it all basic?

Offline Builderboy

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Re: Serenity
« Reply #2 on: June 24, 2009, 12:57:21 pm »
100% Basic :)
« Last Edit: July 08, 2009, 10:35:10 pm by Builderboy »

Offline simplethinker

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Re: Serentiy
« Reply #3 on: June 24, 2009, 01:25:47 pm »
Those are great graphics ;D  Is it dual layer ASCII or text sprites or hardcoded (or a mix)?
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Offline DJ Omnimaga

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Re: Serentiy
« Reply #4 on: June 24, 2009, 01:27:03 pm »
Wow awesome, do you use like Text(-1 but have all text characters (dual-layer) stuck together instead of having a space around them? It looks very futuristic-ish and Metroid-style at the same time.

Offline Builderboy

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Re: Serentiy
« Reply #5 on: June 24, 2009, 01:35:04 pm »
Yeah, it uses 1 layer of full sized ASCII, and then another layer that is shifted over 1 pixel.  This  gives tiles that are 6 pixels wide, and connected to tiles next to it.  The rows are also spaced 7 pixels apart so you get fluid graphics in all 4 directions!  Plus you get even more possible tiles because the order of the 2 characters used to make a tile matters.

So loading is fast! Yay!

Offline DJ Omnimaga

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Re: Serentiy
« Reply #6 on: June 24, 2009, 01:44:16 pm »
Oooh ok I see, nice idea. Btw is the game based on the actual movie Serenity?

Offline Builderboy

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Re: Serenity
« Reply #7 on: June 24, 2009, 01:47:21 pm »
Nope, i just liked the name.  (And you might find some of the characters share names ;) ) but it really has little correlation.
« Last Edit: July 08, 2009, 10:35:22 pm by Builderboy »

Offline Eeems

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Re: Serentiy
« Reply #8 on: June 24, 2009, 02:22:03 pm »
hmm, I just finished playing halo, and for some reason when I look at the screenies I see halo in it.....weird....
/e

Offline DJ Omnimaga

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Re: Serentiy
« Reply #9 on: June 24, 2009, 02:37:24 pm »
yeah it reminds me a bit the 2D halo game there was. I like the futuristic look tbh

Offline Builderboy

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Re: Serenity
« Reply #10 on: June 24, 2009, 03:16:41 pm »
Yeah, i noticed that most of these types of tiles have the futuristic look, but not the kind of sleek futuristic look sometimes seen in movies.  This is the first platformer I've ever worked on, and it was quite difficult to get the physics working.

It supports collision and non collision tiles, and realistic-ish gravity.  When you jump right, it looks like this:

-----X-X-----
---X-----X---
-X---------X-


in a kind of parabola-esq motion.
« Last Edit: July 08, 2009, 10:35:32 pm by Builderboy »

Offline DJ Omnimaga

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Re: Serentiy
« Reply #11 on: June 24, 2009, 03:24:38 pm »
yeah that's what I did in Metroid II Evolution, altough my character jumped one tile higher. It depended how you walked before jumping, though.

In Diortem, which used Omnicalc, meaning no diagonal movement support, to start jumping diagonally (causing you to spin as well) you had to walk one tile then jump right afterward. IN the xLIB version you just had to press up and left/right arrow to jump diagonally. However it didn't immediately start going down when you reached the max height, it waited one loop so it looks more like real gravity

Offline Builderboy

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Re: Serenity
« Reply #12 on: June 24, 2009, 03:29:52 pm »
Its weird with mine, because there is only 1 getkey per iteration of the loop. but you can press 2nd (jump) then right and immediately go diagonally right-up.  And if you hit a ceiling, you don't stick there until your jump runs out, instead you immediately start falling, just like you had reached the top of your jump.
« Last Edit: July 08, 2009, 10:35:43 pm by Builderboy »

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Re: Serentiy
« Reply #13 on: June 24, 2009, 04:08:22 pm »
yeah in Metroid II you didnt stuck to the ceiling either. I noticed some games did that and it was a bit annoying. Metroid I (CDI) did that x.x

Offline Eeems

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Re: Serentiy
« Reply #14 on: June 24, 2009, 04:50:16 pm »
yeah, mine sticks to the ceiling, but it's an easy fix you just have it test to see if the tile above you is solid, then you kill the jump var...hmm I wonder if I should do that to mine, it could get rid of a glitch that happens when you are moving up "stairs" (blocks that are 1 right/left and 1 up from each other by holding right/left up (your jump var gets bigger then it should and you get stuck on the ceiling for a bit))
hmm, I wish I could implement a way to stay in the air for one more tile, but not moving up, like you did builderboy....but alas, I have to much happening to add another var to it...
looks good so far, can't wait to see a moving screenshot of it :)
/e