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879294 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 06:11:45 PM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Heart of Chzo
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Author Topic: Indie Brawl: Heart of Chzo  (Read 7731 times)
Ryavis
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« Reply #15 on: May 12, 2010, 11:16:50 AM »

I hope we won't have any "No TIGbox, Iji only, Heart of Chzo" people.
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Landshark RAWR
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« Reply #16 on: May 12, 2010, 11:18:58 AM »

tourney rules are super srs
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Oddball
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« Reply #17 on: May 12, 2010, 02:32:28 PM »

Seriously who is ArdentSideburn? He's like some super pixel ninja who swoops in, drops off some awesome pixel work, and then swoops away again, without anyone seeing him come or go. Hand Pencil Ninja
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Contrary
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« Reply #18 on: May 12, 2010, 04:06:09 PM »

I really hope there are some maps with more room off the sides for edge guarding/recovery game.
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battlerager
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« Reply #19 on: May 14, 2010, 06:42:37 AM »

If we go with hazards, its gonna have to be CHZO EYE LASER (which he uses on the poor ol' Cabadath once, if I remember correctly?)

With or without hazards, this is exactly the stage I wanted the most and its looking GREAT.


BRB orchestrating cabadath theme
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-Frikman-
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« Reply #20 on: May 15, 2010, 12:14:53 PM »

gawd this is awesome. will the fountain be a platform or a hazard?
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Eagle0600
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« Reply #21 on: May 17, 2010, 11:29:13 PM »

Platform. Did I hear correctly that the engine has a particle system already set-up? If so, could it be used to make it look better when the characters are standing in the fountain? I'm not really sure how to describe the effect I'm thinking of, but it's the characters-in-moving-water(blood)-effect.

edit: With splashing and stuff.
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battlerager
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« Reply #22 on: May 18, 2010, 12:12:58 AM »

You'd have to split up the "flowing blood" sprite into two parts, and put the upper part one layer over the player sprites, then add particle effects when moving or something  WizardHand Thumbs Up Right
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-Frikman-
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« Reply #23 on: May 18, 2010, 01:15:25 PM »

wouldn't that lag a bit? i got a fast notebook but it has a crappy video card (sis mirage 3). please don't do laggy things  Beg
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JMickle
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« Reply #24 on: May 18, 2010, 01:59:09 PM »

wouldn't that lag a bit? i got a fast notebook but it has a crappy video card (sis mirage 3). please don't do laggy things  Beg
the graphics settings can be changed to decrease lag. basically you can turn stuff like that off.
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Soulliard
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« Reply #25 on: May 18, 2010, 02:26:14 PM »

Yeah. Plus, none of that is particularly intensive.
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Eagle0600
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« Reply #26 on: May 18, 2010, 08:41:58 PM »

You'd have to split up the "flowing blood" sprite into two parts, and put the upper part one layer over the player sprites, then add particle effects when moving or something  WizardHand Thumbs Up Right

This sounds mostly like what I was thinking of, yeah.
Of course, exactly where to split the sprite is a bit more of an issue, especially along the edges where the line wouldn't be horizontal.

eg:

But that bit isn't really hard. Relevant question: I think this may have been asked before, but does the engine allow alpha?
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Soulliard
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« Reply #27 on: May 18, 2010, 09:05:24 PM »

Of course. It's already used for some of the special effects.
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Enshoku
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« Reply #28 on: May 19, 2010, 01:25:37 AM »

Needs more tall man/John DeFoe
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Eagle0600
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« Reply #29 on: May 19, 2010, 03:00:03 AM »

Of course. It's already used for some of the special effects.

In that case, what would you guys think about giving the lower half of the sprite (the part that's over the player) an alpha that gets lower as it goes up (not reaching zero before it reaches the surface). That way, we would get a bit of a 'depth' thing going on.
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