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sheamkennedy

Joined: 06 May 2013 Posts: 23 Location: Canada
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Posted: Sun Sep 15, 2013 7:42 am Post subject: Here's a short screen captured video of my game... |
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NOTE: This area is not finished. There are no enemies, there's a lack of walls in places, and nothing you see so far is final...
All of your opinions and suggestions are welcome and may very well shape how the game turns out. You can either comment here or in the Youtube comment section, it doesn't matter.
http://www.youtube.com/watch?v=HlS5cU1HE6Y _________________ SMK |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Sep 15, 2013 1:08 pm Post subject: |
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I really like how you did the tower rotation at the beginning. Very clever!
I really like the hero sprites-- at least the first 2. I am having trouble understanding what the floating 3rd hero is. Some kind of hovering monster and/or robot? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Sep 16, 2013 1:08 am Post subject: |
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Really nice mapping ideas with the tower rotation and the hanging on the rope. I wouldn't say great map design because that of course still depends on how well these elements work together which is hard to tell from the video.
Tower rotation - found it hard to see it clearly at the start, first it looks like they are just teleporting, but after a while you can see the rotation by looking a bit above the heroes. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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sheamkennedy

Joined: 06 May 2013 Posts: 23 Location: Canada
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Posted: Mon Sep 16, 2013 10:23 am Post subject: |
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Thank you. The third hero is a floating robot. I hope that becomes more clear once it is seen in battles and stuff.
As for the pillar rotation, thank you for your helpful suggestions earlier with creating a door code that prevents the screen from fading in and out. I think the rotation looks a lot better now than it did before. I do feel it's not 100% obvious that there is a rotation occurring. Perhaps someone could help me devise a better way to pull that feature off. I was thinking about possibly doing the rotation as an animation but wasn't sure how that would work and how much effort would need to go in to drawing every last angle of the pillar as it rotates. If you have any ideas of how I could clean this feature up a bit please let me know. _________________ SMK |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Sep 16, 2013 10:32 pm Post subject: |
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Well, I'm not sure how much rotation would be required, maybe just adding one single frame in between would already work, or rotate per each step and make the hero walk on place rather than teleport, but then you'll need to make lots of map parts for it (and it will look strange with caterpillar). _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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sheamkennedy

Joined: 06 May 2013 Posts: 23 Location: Canada
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Posted: Tue Sep 17, 2013 7:14 am Post subject: |
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Alright, I'll look in to that too. Someone on Slime Salad mentioned that there may be some plotscripting functions that will allow me to position my caterpillar party so the party won't regroup. I feel that could be one of the many issues affecting the visuals. Adding an in between frame is a good idea. I don't feel like drawing the new frames just yet since the original frames took me a really long time. I may end up doing this in a finalized version of the game to make it look a little more clean and professional. _________________ SMK |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Sep 17, 2013 8:11 am Post subject: |
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I would suggest using a script similar to this:
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script, adjust caterpillar for tower, begin
suspend caterpillar
variable(x, y, xd)
x := hero pixel x(0)
y := hero pixel y(0)
xd := 1
if(hero direction(0) == east) then(xd := -1)
variable(i)
for(i, 1, 3) do(
put hero(i, x + i * 20 * xd, y -- i)
)
resume caterpillar
end
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First it suspends the caterpillar party.
Then it stores the position of the leader.
Then it checks which direction you want the caterpillar party to extend based on the current direction of the leader.
Then it loops through the rest of the party and repositions them behind the leader, and slightly up.
Finally it turns back on the caterpillar party. |
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sheamkennedy

Joined: 06 May 2013 Posts: 23 Location: Canada
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Posted: Tue Sep 17, 2013 1:26 pm Post subject: |
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Thanks, I'll give that a try once I get some spare time. The homework's building up so it'll be a bit before I try it but I'll let you know if I need any further help implementing that. _________________ SMK |
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