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877342 Posts in 32857 Topics- by 24297 Members - Latest Member: laffertyr

May 19, 2013, 09:00:09 AM
TIGSource ForumsDeveloperFeedbackDevLogsTreasureline
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Lazycow
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« Reply #90 on: October 20, 2010, 01:53:04 PM »


Yes, I forgot to set the animation delay here. But somehow, I had the feeling that you want to see this anyway.  Roll Eyes  In the 2nd animation you see a test with the new feet. Is the distance between the feet large enough now? (It does not look very appealing when I use a body with two big segments. I could make the body bigger, though. But our hero that has to fight him is only 16x16 pixels...)

Ah, yes... You get a change to see the new head of the dragon! Will it be finished soon, or is this going to be a dragon simulator? Well, we are almost there: Head and feed have to be drawn in all 8 directions (oh oh) and then I have to add some wings. (sic)
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<Nanovoid><Treasureline><Pharaohs Return>
Zulli: "Is this game really being programmed or are you just torturing us?
RotateMe
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« Reply #91 on: October 21, 2010, 05:46:04 AM »

Didn't read the whole seven pages of discussion but I'd prefer a two legged dragon which walks a little upright personally. The technique is amazing anyway!

Edit: BTW: How do you make those amazing gifs?
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Lazycow
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« Reply #92 on: October 23, 2010, 05:59:16 AM »


"don't run into sleeping dragons"... Updates: The dragon flashes when hit. The hero loses his inventory when killed.

Some Questions: Let's remember, this will be a multi-user game, so what should happen when a player gets killed? Halve his XP, drop all items and respawn at the start point? (At least, that's my plan right now) Also, what should happen with killed boss-monsters? (i.e. the dragon) Somehow, after its death, the dragon has to be there again for the next adventure-hungry party of heroes. So maybe the corpse gets a countdown... And when it reaches zero, the dragon wakes up again?

@RotateMe: Well, for this 1st milestone, I will stick with that 4-legged dragon. But finally, there could be more dragons, and each of them should be slightly different. PS: The game engine itself can save the gameplay as gif. (nice trick, eh?)
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<Nanovoid><Treasureline><Pharaohs Return>
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RotateMe
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« Reply #93 on: October 23, 2010, 07:48:59 AM »

I love how the dude dies and his stuff flies around! Get rid of the black outlines of the dust though! Looking very much forward to seeing more of this! Keep it simple and release soon (... is good advice I never follow myself).
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Kren
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« Reply #94 on: October 23, 2010, 02:34:48 PM »

oh wow Lazycow, this does look really good  Kiss
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Fatty
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« Reply #95 on: October 24, 2010, 05:36:19 PM »

Excellent! Awesome art style and brilliant idea!
Want to play it now!
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« Reply #96 on: November 07, 2010, 11:19:16 AM »

Keep up the good work!
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SpaceHero Command ... In Development
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« Reply #97 on: November 07, 2010, 02:39:23 PM »

Tubular. Follow'ng.
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« Reply #98 on: November 08, 2010, 03:14:01 PM »

I'm kind of disappointed that you got rid of the awesome fluid flying-style control.  Ah well
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Lazycow
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« Reply #99 on: November 08, 2010, 04:47:19 PM »


Thanks for the motivating comments!! What about a double-update?  Well, hello there!

The dragon got his revamped head and legs (in 8 directions). Also, I could track down the rubberbanding-problems. (Seems like the height of objects from the ground have to be ignored when calculating drawing-priorities)

In the 2nd cameo, you can see the sword-attack. The sword-hit transfers moving power to the victim. And it seems like you can push things around. This does not work anymore when I make the dragon heavier. (which should obviously be the case)

@RotateMe: Ok, I have reworked that dust. (You might see it again, soon) A gameplay demo should be possible this month, but only if I cut some things (wings) for the first demo...

@DanFessler: What do you mean? The 360 degree moving? I have intentionally disabled this, because the player can only move in 4 directions. There's probably no technical reason. So what about the new 8-way-walking of the dragon?
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Inane
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« Reply #100 on: November 08, 2010, 05:19:06 PM »

Golly. Those legs are adorable, Lazycow. I still think a different head-shape would work better, though. Wink
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PleasingFungus
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« Reply #101 on: November 08, 2010, 11:57:15 PM »

This is rapidly shaping up into the finest isometric non-interactive dragon simulation of all time.

Though adding a game on at some point could also be fun.
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RotateMe
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« Reply #102 on: November 09, 2010, 11:21:55 AM »

A gameplay demo should be possible this month, but only if I cut some things (wings) for the first demo...

Amazing, I'm really looking forward to that! The new dragon looks awesome! Will you release the code? I'd like to have a look at the drawing function of this dragon there Wink
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Lazycow
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« Reply #103 on: November 15, 2010, 11:59:36 AM »


@Inane: Yes, I remember... like this?  Shocked


@RotateMe: Handling these bubbles is not really that difficult. Let's look at the very first dragon-test. The 1st tail-bubble just follows the body-bubble. And the 2nd tail-bubble the 1st tail-bubble, etc. The next (and final) step is to take a look at the angle between the bubbles and adjust the position if the angle gets too big. divide et impera.
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« Reply #104 on: November 15, 2010, 01:40:11 PM »

I think that head is a bit big.
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