eigenbom
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« Reply #1500 on: April 29, 2013, 10:54:10 PM » |
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icwutudidthar
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Ashkin
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« Reply #1501 on: April 29, 2013, 11:24:14 PM » |
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yessssssss finally my habit of looking at other people's games instead of working on my own is paying off How is that drilling game going btw?! Deader than two hookers. I'm still working on stuff though, don't worry- maybe I'll put a devlog up for the game I'm doing right now someday.
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siskavard
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« Reply #1502 on: April 29, 2013, 11:49:33 PM » |
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Update: Did more work on the MoonPixel sprite editor, I have two python scripts that are nearly finished. One script processes the MoonPixel save file for moonman, packs the parts into a spritesheet using TexturePacker, etc. The other script converts all the current resources in moonman into MoonPixel format. Because Python has both tar and json support, these scripts were quite simple. And I was glad to see all the Moonman animations working in MoonPixel. is this how the entire game is going to look? this sort of paper cutout style? I hope you say yes
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eigenbom
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« Reply #1503 on: April 29, 2013, 11:52:22 PM » |
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nope, thats just a filtered screencap. the game just has the purest pixels.
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KoeWaffle
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While(waffles){hunger=0;};
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« Reply #1504 on: April 30, 2013, 02:09:09 AM » |
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I like this combination of old looks, new game mechanics. Instead of having millions of polygons we get a highly dynamic world Keep up the work, it looks promising! (that moon-creeper-man )
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If (hunger >=1 && !(waffles)){waffles=true;};
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poe
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« Reply #1505 on: April 30, 2013, 02:57:58 PM » |
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I like the pixels better. Will the game allow texture packs or anything like that?
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eigenbom
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« Reply #1506 on: April 30, 2013, 03:16:36 PM » |
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@ashkin do it! @koewaffle cheers! @poe me too. game won't directly support skinning; however, it will be possible to add new characters, monsters, etc. it'll be as easy as drawing a few sprites in MoonPixel, creating a Lua script, and a couple of .json specs.
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Kurt
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« Reply #1508 on: April 30, 2013, 06:48:24 PM » |
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Update: I simplified how sprites are oriented, now they are just flipped if they are facing the other direction. Previously I had a more complicated system, but it was too hard to maintain. This new method has the side-effect that your held item actually switches hands when you change your facing direction (something that probably happens in most older platformers anyway). Can't you just switch the hand that the held item is in or no?
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eigenbom
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« Reply #1509 on: April 30, 2013, 06:55:26 PM » |
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Yeah, I got that for free with my old method so I'd need to just add a bit more code that manually switches. I think I like the weapon always being in the front of mm though, so I might leave it as is for now..
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gimymblert
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« Reply #1510 on: April 30, 2013, 08:56:24 PM » |
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What's he is hiding with that pourposeful place item? He should not be afraid of nature
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eigenbom
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« Reply #1511 on: April 30, 2013, 09:13:16 PM » |
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moonwang?
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poe
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« Reply #1512 on: May 01, 2013, 01:19:03 PM » |
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moonshoes
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eigenbom
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« Reply #1513 on: May 01, 2013, 08:34:47 PM » |
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LET'S GET MEDIEVAL
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« Last Edit: May 01, 2013, 08:46:19 PM by eigenbom »
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Joshua
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« Reply #1514 on: May 02, 2013, 06:48:02 AM » |
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You tease.
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Pixelulsar
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« Reply #1515 on: May 02, 2013, 11:39:18 AM » |
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Armour? Axes? Training dogs so you can let them perform at moon circuses to make money?
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happymonster
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« Reply #1516 on: May 02, 2013, 11:55:43 AM » |
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Scary!
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SolarLune
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« Reply #1517 on: May 04, 2013, 04:55:24 PM » |
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Cool Moon-Dog. Though it kinda just looks like a normal dog.
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mushbuh
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« Reply #1518 on: May 04, 2013, 04:58:41 PM » |
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does the moon have a moon in moonman
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happymonster
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« Reply #1519 on: May 04, 2013, 11:01:33 PM » |
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I think the spiders should go over the top of the webs and not stick out over the wall like that. Just a suggestion.
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