Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891266 Posts in 33534 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 10:58:51 AM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman
Pages: 1 ... 48 49 [50] 51 52 ... 110
Print
Author Topic: moonman  (Read 86796 times)
peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #735 on: May 30, 2012, 11:45:40 PM »

Screenshot also shows a little problem with the block hues, the 2d hash is not performing as well as I need it to, but it'll have to go way down on the todo list.
In the end I feel hue changes closer to a "jpeg compression artefact" than a really nice effect. Maybe lightness variation could be better. Or nothing. Or variation just around caves borders. But there random hue variation doesn't looks that good Undecided
Logged

eigenbom
Level 10
*****



View Profile WWW
« Reply #736 on: May 31, 2012, 12:36:37 AM »

thx for your input, it's actually growing on me though .. i'll take another look in a few weeks once it's settled in :D
Logged

mokesmoe
Level 10
*****



View Profile Email
« Reply #737 on: May 31, 2012, 11:24:47 AM »

I liked them in the dirt in the first picture, but they look bad in the stone at the beginning of your video. I think if they were actual hue changes in that grey things aren't affected that might look better.
Logged
eigenbom
Level 10
*****



View Profile WWW
« Reply #738 on: May 31, 2012, 02:01:54 PM »

Thanks dude. The tinting can actually be specified on a per-block basis in the resource files, and I've got the rock tinting to a fairly strong blue, but I'll reduce that now I've got some feedback. Smiley
Logged

oyog
Level 5
*****



View Profile WWW Email
« Reply #739 on: May 31, 2012, 07:10:43 PM »

i got a dislike on my video! aw no! My game is an affront to someone's sensibilities ...

Someone's probably allergic to cats.
Logged
Ninja Dodo
Level 3
***



View Profile WWW Email
« Reply #740 on: June 03, 2012, 09:51:03 AM »

I was watching your latest video and one thing I thought was a bit confusing at first was that I didn't initially make the connection between moonman's chopping and the blocks falling because they were so far out of range. Was going to suggest giving the character some different poses for chopping depending on where you're clicking and started drawing some in Photoshop, but... I don't think they really fit with the style.

I also realize I really don't know how to do pixel art. Anyway:



Don't know if you plan on doing any animation for more specific actions, and even if you are I'm not sure these are especially helpful suggestions, but there you go.

Gentleman

Good luck with the project!
Logged

Projects: Guppy - Hellas - Pause Pirate
Geeze
Level 5
*****


Totally.


View Profile
« Reply #741 on: June 03, 2012, 11:14:11 AM »

To me it looks a bit odd in 2d if moonman can hit blocks without touching them. Maybe he has telescopic tools that extend on demand? That could look sweet.
Logged

eigenbom
Level 10
*****



View Profile WWW
« Reply #742 on: June 03, 2012, 03:26:14 PM »

Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list. Wink

@ninjadodo thx, those poses are great! Smiley I've really got to spend some time on all the animations, they are really quite sucky at the moment. Shocked
Logged

namragog
Level 10
*****


Humans are La La La~♪


View Profile WWW Email
« Reply #743 on: June 03, 2012, 03:36:32 PM »

I never know what to say about moonman, so I don't post. But it looks like a moonman.
Logged

jmcmorris
Level 1
*



View Profile WWW Email
« Reply #744 on: June 03, 2012, 07:49:53 PM »

Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list. Wink

@ninjadodo thx, those poses are great! Smiley I've really got to spend some time on all the animations, they are really quite sucky at the moment. Shocked

I implemented this in my game. It is really easy. Just calculate the difference between the position clicked and the character call it xd and yd.

Code:
distance = sqrt(xd * xd + yd * yd)

Then you can limit the distance to whatever you want.

Code:
if distance > 100 then return
Logged

Belimoth
Level 9
****


Pharoah Bourbon


View Profile
« Reply #745 on: June 03, 2012, 09:00:09 PM »

Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list. Wink

Are you going to limit the radius within which clicking on a block is effective? Or will you be limiting the actual distance that the mouse cursor can be from moonman?

The second would be less frustrating but maybe that won't work with the rest of your interfaces, idk.

100% in favor of more animations.
Logged

eigenbom
Level 10
*****



View Profile WWW
« Reply #746 on: June 03, 2012, 09:33:13 PM »

@jmcmorris, thx for the tip Wink although can i recommend doing
Code:
if MAX_DIST*MAX_DIST> xd*xd+yd*yd then..
in future.. Smiley

@belimoth You'll be able to click anywhere on screen, in order to inspect things far away, select items from your inventory, use the menu, etc. and I think I'll change the cursor when you're able to use the currently wielded item on the block/target/thing under the cursor.
Logged

Belimoth
Level 9
****


Pharoah Bourbon


View Profile
« Reply #747 on: June 03, 2012, 09:39:46 PM »

I like that.
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #748 on: June 03, 2012, 11:20:27 PM »

100% in favor of more animations.
Even if Ninja Dodo's artwork is really nice (like the motion in the pics), I would warn against too precise animations, because they take a lot of time.
I can get used to moonman not having any anim but if you do animations, then you have to do it for all blocks positions, and it seems a lot of work... If you can find generic animations...

Hmmm... Maybe he can throw his axe ?
Logged

jmcmorris
Level 1
*



View Profile WWW Email
« Reply #749 on: June 03, 2012, 11:30:52 PM »

@jmcmorris, thx for the tip Wink although can i recommend doing
Code:
if MAX_DIST*MAX_DIST> xd*xd+yd*yd then..
in future.. Smiley

@belimoth You'll be able to click anywhere on screen, in order to inspect things far away, select items from your inventory, use the menu, etc. and I think I'll change the cursor when you're able to use the currently wielded item on the block/target/thing under the cursor.

Haha, sure if you are doing this calculation a lot then you can save a little by doing that. I only do it when the player clicks so the few extra instructions probably don't make that big of a difference. Smiley
Logged

Pages: 1 ... 48 49 [50] 51 52 ... 110
Print
Jump to:  

Theme orange-lt created by panic