|
Title: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 05:25:02 PM Your techdemo consists of sprites, sounds, and music from legend of zelda lttp and jumping down ledges doesn't even work and you nearly get stuck. I decided to try to show up Vincent.you can just walk off of the giant pillar, and while X/Z are the only shown keys, 'a' is the key used to open the chest. Sorry, 70% In the time since I posted that I have made this: Current build (July 8th, 2012. Version 5) (https://dl.dropbox.com/u/9120262/Blue%20Z%20-%20Border%20Effect.exe) With the only code I used was an example of a better and simple collision engine consisting of this: Code: repeat(abs(hspd)){ (That is about half of the code in the project however.)if !place_meeting(x+sign(hspd), y, SolidObj){ x+=sign(hspd); }else{ hspd = 0 } } repeat(abs(vspd)){ if !place_meeting(x, y+sign(vspd), SolidObj){ y+=sign(vspd); }else{ vspd = 0 } } Update: Apparently Vincent was 'trolling' Meaning this is my project now. Uh. Ok. Title: Re: Blue Z - Border Effect Post by: Quarry on July 07, 2012, 05:26:50 PM Quote Red Q Quote Blue Z Mind = Blown Title: Re: Blue Z - Border Effect Post by: kitheif on July 07, 2012, 05:46:27 PM Hell yeahh ;D
Works like a charm~ Title: Re: Blue Z - Border Effect Post by: FK in the Coffee on July 07, 2012, 05:59:26 PM Screenshots? ;D
Title: Re: Blue Z - Border Effect Post by: DustyDrake on July 07, 2012, 06:05:40 PM Sure!
(https://dl.dropbox.com/u/9120262/BZ-BEscrn1.png) Also new version, now with chests! Opened by pressing Z! Also placeholder coin item, sound, and shadows! Title: Re: Blue Z - Border Effect Post by: FK in the Coffee on July 07, 2012, 06:11:17 PM Sure! Already better.(https://dl.dropbox.com/u/9120262/BZ-BEscrn1.png) Title: Re: Blue Z - Border Effect Post by: poe on July 07, 2012, 07:14:15 PM Sure! Already better.(https://dl.dropbox.com/u/9120262/BZ-BEscrn1.png) The best part is how they explode out of the chest Title: Re: Blue Z - Border Effect Post by: Sean Hogan (seagaia) on July 07, 2012, 07:35:57 PM Sure! Already better.(https://dl.dropbox.com/u/9120262/BZ-BEscrn1.png) The best part is how they explode out of the chest 8.6/10 Best new game Title: Re: Blue Z - Border Effect (Ver. 3) Post by: DustyDrake on July 07, 2012, 07:44:02 PM (https://dl.dropbox.com/u/9120262/BZ-BEscrn2.png)
Now with placeholder sign stuff. And less possible bugs with items clipping through walls (not that they were visible in Ver2) Also HUD Title: Re: Blue Z - Border Effect (Ver. 3) Post by: kitheif on July 07, 2012, 08:24:35 PM Keep going!
How about being able to pickup that crate/box, and move it somewhere else :waaagh: Title: Re: Blue Z - Border Effect (Ver. 3) Post by: DustyDrake on July 07, 2012, 08:41:37 PM So vincent was 'trolling'.
Does that mean that this is fully my project now? :waaagh: What does it mean when you make a project based on a troll project? What becomes of the child project? Title: Re: Blue Z - Border Effect (Ver. 3) Post by: FK in the Coffee on July 07, 2012, 08:48:47 PM So vincent was 'trolling'. Does that mean that this is fully my project now? :waaagh: What does it mean when you make a project based on a troll project? What becomes of the child project? Well, I'd guess this is an original project now, so keep on rocking! This has some great potential in the right hands, and you've made some excellent progress so far. Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: kitheif on July 07, 2012, 09:03:26 PM Yep, it means it's all yours!
Congrats~ Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 09:15:13 PM so kitheif asked me what I've made before and I responded as such:
Quote Actually I made something extremely similar before. It was also a top down Zelda like, so all I had to do was remember what I did, and copy-past what I couldn't remember. The interaction though was new though, the older project's way of doing it was horrible. here, if you want to try it. https://dl.dropbox.com/u/9120262/Pixal.exe Z to launch the jar, you need to be to the right of it. R to reset the level - which you should do until you get a set of chests in a chest! Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: kitheif on July 07, 2012, 09:24:13 PM And I responded with..
(http://assets0.ordienetworks.com/images/GifGuide/dancing/tumblr_l7qse5wJZ31qaqggd.gif) But really, what are you plans for BlueZ? Who is he? Where is he? What pisses him off and needs to die? Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 09:26:56 PM Well, he's not staying in the sandy-desert place, that's for sure!
... Hum, I'll have to think about it. I'll converse with my partner in crime later. Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: kitheif on July 07, 2012, 09:29:47 PM Sounds good, have fun with that part :beer:
Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: SolarLune on July 07, 2012, 09:44:40 PM Following this. Besides all of the somewhat weird past behind this project, I like the graphics. The sand could be less 'spray tool in MS Paint' -ish, but it's looking alright so far. Did you want to limit movement to the four main axes a la Pokemon? If not, I think the player should slide around less (Link's movement in the SNES Zelda's more immediate, if I recall).
Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 09:56:54 PM Following this. Besides all of the somewhat weird past behind this project, I like the graphics. The sand could be less 'spray tool in MS Paint' -ish, but it's looking alright so far. *Gasp!*How did you find out my technique!? Did you want to limit movement to the four main axes a la Pokemon? If not, I think the player should slide around less (Link's movement in the SNES Zelda's more immediate, if I recall). That's just the way I'm used to programming. Sudden start/stops irk me when I'm coding it.When other people do it, it doesn't bother me for some reason. Title: Re: Blue Z - Border Effect (Ver. 3) ... Now an original Project? Post by: SolarLune on July 07, 2012, 10:00:13 PM Following this. Besides all of the somewhat weird past behind this project, I like the graphics. The sand could be less 'spray tool in MS Paint' -ish, but it's looking alright so far. *Gasp!*How did you find out my technique!? :lol: That actually made me laugh out loud. Well, I guess the acceleration and deceleration aren't too slow - just a little faster would make it feel more 'tactile', or something like that. Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 10:20:25 PM Ver. 4
Slightly increased friction while on ground New sign animation New tiles Tweaked camera to center it on player while away from borders of screen (not that you could see) Adjusted bounding box of player, you're slightly thinner and a little shorter according to the game Water is now actually water rather than a wall. Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: kitheif on July 07, 2012, 10:41:48 PM -Current build- (https://dl.dropbox.com/u/9120262/Blue%20Z%20-%20Border%20Effect.exe)
Code: [url=https://dl.dropbox.com/u/9120262/Blue%20Z%20-%20Border%20Effect.exe]-Current build-[/url] Also, Code: If touching_water && !touching_land{ It makes more sense to float above water when there's land touching you, than to start swimming in dirt when there's water touching yuh.swim } You might also want to check out Chevy_Rays simple screen resize script, the tiles crack every once in a while. Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 10:46:38 PM -Current build- (https://dl.dropbox.com/u/9120262/Blue%20Z%20-%20Border%20Effect.exe) :PCode: [url=https://dl.dropbox.com/u/9120262/Blue%20Z%20-%20Border%20Effect.exe]-Current build-[/url] Code: If touching_water && !touching_land{ It makes more sense to float above water when there's land touching you, than to start swimming in dirt when there's water touching yuh.swim } You might also want to check out Chevy_Rays simple screen resize script, the tiles crack every once in a while. I'll look around for it.Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: kitheif on July 07, 2012, 10:49:52 PM Hmm, I wonder how you would check for a 100% full collide ??? lol
edit: I'd just make the water through tiles, and offset the water object in the middle of the tiles where collision wouldn't cause land swimming. and http://forums.tigsource.com/index.php?topic=3142.msg86809#msg86809 Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 11:00:53 PM Bleeeh but that requires me tinkering the offset for each water object...
Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: kitheif on July 07, 2012, 11:04:17 PM More like *room* *grid size 4* *place new water objects* perfect results.
But I'm sure somebody else knows a better way to fix that lol :P Title: Re: Blue Z - Border Effect (Ver. 4) ... Now an original Project? Post by: DustyDrake on July 07, 2012, 11:37:09 PM So, I'm working on a text box this, so that I don't have to use the default GM textbox.
Also, although you won't be able to read it, here's what the sign's portraits will say: Code: [ | ] As of this posting [ . ] the following rules are now in effect. 1. No Swimming 2. No Diving (Cut off) Code: [| |] Warning! Emergency [. .] protocols are now in effect! Please proceed to the nearest evacuation point. (Cut off) Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 08, 2012, 12:12:52 AM And Ver. 5 is up, with the new textboxes, and some 'guys' in the complex off to the right.
Also, textboxes don't lock you in place... yet. That may be a hot-fix, so keep an eye out. Also I patched an invisible hole in the complex's wall. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: kitheif on July 08, 2012, 12:41:57 AM The new signs are great!
You should really screecap stuff, and save new versions for bigger updates (Or save it all till a final release, it's upto you) :) Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Kramlack on July 08, 2012, 04:58:06 AM Can you please incorporate overly posed farting enemies into this game? I would love you if you did.
(http://neuropod.net/imagehost/uploads/4c6ab9e20d4d7302155cd71a63daaea1.png) Super secret leaked screencap. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 09, 2012, 11:02:49 AM Can you please incorporate overly posed farting enemies into this game? I would love you if you did. ...Uh, sorry that's a screen cap from Red Q which is OBVIOUSLY not Blue Z.(http://neuropod.net/imagehost/uploads/4c6ab9e20d4d7302155cd71a63daaea1.png) Super secret leaked screencap. Also, I made a lighting 'engine' by which I mean there's a dark box over the room which I draw white circles on using surfaces. I've also worked on weapons a bit, not a whole lot though. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 09, 2012, 11:02:41 PM hmm...
Roguelike or story. Roguelike or story. decisions decisions. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: gf11221 on July 10, 2012, 03:09:46 AM What was Red Q? Was it related to Blue Z? Sorry for being off on this topic but my curiosity is uncontrollable
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: biomechanic on July 10, 2012, 04:52:13 AM It was a game built with a stolen engine and ripped graphics by Vincent Kyle Eusebio AKA GF11221.
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Sean Hogan (seagaia) on July 10, 2012, 08:12:28 AM When is Green T coming out
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Quarry on July 10, 2012, 09:00:49 AM Green T - Devlog (http://forums.tigsource.com/index.php?topic=27083.0)
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Fallsburg on July 10, 2012, 09:35:25 AM hmm... Roguelike or story. Roguelike or story. decisions decisions. Roguelike. Always Roguelike. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 10:04:36 AM (https://dl.dropbox.com/u/9120262/BZ-BEscrn3.png)
Did I post this yet? I can't find it on the devlog. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Sean Hogan (seagaia) on July 10, 2012, 10:29:06 AM Green T - Devlog (http://forums.tigsource.com/index.php?topic=27083.0) that's Silver S Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Quarry on July 10, 2012, 10:59:39 AM (https://dl.dropbox.com/u/9120262/BZ-BEscrn3.png) Did I post this yet? I can't find it on the devlog. Nop, also multiply the lighting please Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 11:16:53 AM ...multiply?
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: poe on July 10, 2012, 11:40:33 AM What was Red Q? Was it related to Blue Z? Sorry for being off on this topic but my curiosity is uncontrollable The game where you stole all art and code to try and fool people. As for the lights, maybe make them reach further. Also is the red light meant to cover up things it lights? Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 12:25:37 PM What was Red Q? Was it related to Blue Z? Sorry for being off on this topic but my curiosity is uncontrollable The game where you stole all art and code to try and fool people. As for the lights, maybe make them reach further. Also is the red light meant to cover up things it lights? Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: SolarLune on July 10, 2012, 12:49:34 PM Not a whole lot I can do about it unfortunately. If you use a more desaturated color, you'll get less of a 'cover' effect, particularly from the red light. Also, why can't you do anything about the light size? P.S. Keep up the good work! Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 12:59:13 PM Oh no, I can and have altered the light size.
The flames on the flamer get dimmer as they live (Which isn't very long.) Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: kitheif on July 10, 2012, 05:52:03 PM What was Red Q? Was it related to Blue Z? Sorry for being off on this topic but my curiosity is uncontrollable You're nothing but an attention seeking whore. Nothing you've made or will make will be of quality worthy of these forums. You sir are trash :) lolThe new shading makes the old bright colors feel off, but keep it up! Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 05:57:57 PM What was Red Q? Was it related to Blue Z? Sorry for being off on this topic but my curiosity is uncontrollable Hey vincent, how do you feel that my project is better than yours was?The new shading makes the old bright colors feel off, but keep it up! I can turn that off and go back to white lighting(which would also allow me to have rooms be only slightly dark rather than pitch-black like that. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: kitheif on July 10, 2012, 05:59:46 PM Truthfully I think the lighting should only be used when needed, like dark caves!
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 06:00:08 PM Well, duh.
I'm just testing it out right now. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: kitheif on July 10, 2012, 06:18:18 PM OH, then go with what suits the mood you want the player to have!
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: BattleBeard on July 10, 2012, 11:03:39 PM Can I make Yellow R?
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on July 10, 2012, 11:28:24 PM We need to have a series of these games
Like Oracle of Ages and Oracle of Seasons. Only by entering the codes from the other games can you beat the final boss. Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: baconman on July 11, 2012, 12:59:54 AM Dibs on "Green B."
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Windybeard on July 11, 2012, 06:35:51 AM Ill take dibs on Brown A
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on January 14, 2013, 01:09:21 AM (https://dl.dropbox.com/u/9120262/BZposter.png)
120 days? Nonsense. Have some sprites of something that may never be Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: Sean Hogan (seagaia) on January 14, 2013, 08:28:25 AM YUSS
Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: poe on January 14, 2013, 12:26:31 PM (https://dl.dropbox.com/u/9120262/BZposter.png) 120 days? Nonsense. Have some sprites of something that may never be RIP Vincent 2012 :beer: Title: Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? Post by: DustyDrake on January 14, 2013, 02:26:45 PM So here's what my idea is:
These four bots are the defense unit of some area of space (Haven't decided on the scale of that yet.) A hostile group is slowly advancing to the center of that area, and it's up to this group to stop them. Ava (The purple one) is essentially the navigator of the ship, and is in charge of transporting and routing supplies, or one of the bots, if need be. Thor (The flying one) performs recon, flying over the land, scanning the land for intel, these are played as their own level, however performing recon takes time, as does transporting him there. There might also be a chance of him alerting the enemies to his presence, which would make the attack/defense portion a bit more difficult (Only if you recon a level with enemies on it though). Zed (The one based off the original sprite) and Artemis (Red one) are the actual attack portion of the group. Zed being melee and Artemis being ranged. |