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890639 Posts in 33509 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 08:47:16 PM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Main Characters
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Author Topic: Indie Brawl: Main Characters  (Read 179320 times)
Soulliard
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« Reply #945 on: December 13, 2009, 03:04:18 PM »

I'm not really sure what you mean by mechanically.  And I can ask Jesse if you want.
I'll explain by example-
Not mechanical:
He shoots fire at your opponents.

Mechanical:
He floats upwards for about a second and then starts firing straight forwards. The projectiles deal low damage and do not cause any knockback, but they fire quickly.

I know how to program the second one, but not the first.

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Do you know when the next build will be released?  I really can't wait Tongue
Soon. This weekend at the latest.
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NickCarney
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« Reply #946 on: December 13, 2009, 03:30:40 PM »

Okay I see,
Well he systematically flies from one enemy to the next and shoots 5 balls of fire at each opponent, swaying while he shoots.  The shots are somewhat random so its not completely accurate.  After attacking all the opponents, he flies off the screen.  When the fire hits the ground, it burns there for 5? seconds before disappearing. 

Let me know if you need any animations, I don't think there were any changes in him throughout the game.  Do you need a fireball animation?

Do I need to give a description for Runman too?

And by this weekend, do you mean today?

Cheers,
Nick Carney
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Soulliard
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« Reply #947 on: December 13, 2009, 05:52:58 PM »

Not today, possibly (but probably not) tomorrow, definitely by a week from now.

That's a pretty good description, which I can definitely work with. I've already got some fire sprites, so a fireball sprite isn't critical, but wouldn't hurt either.

I think it was informally decided that Runman would rush back and forth across the screen horizontally, damaging everyone he runs into. The only animation he would need is running.
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NickCarney
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« Reply #948 on: December 13, 2009, 06:04:59 PM »

Alright, I can't wait.  I'll get started on the running animation.

Will the newest build feature tigboxes?

EDIT

Only runs through the animation once when saving from GM I guess.
« Last Edit: December 13, 2009, 06:26:43 PM by NickCarney » Logged

Soulliard
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« Reply #949 on: December 13, 2009, 06:30:46 PM »

Yes. I can't promise that all sprited TIGBoxers will appear, but a few are already done!
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NickCarney
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« Reply #950 on: December 13, 2009, 06:32:05 PM »

Okay cool,
What do you need the most graphically right now?
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Soulliard
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« Reply #951 on: December 13, 2009, 06:48:23 PM »

The remaining animations for Nikujin and Iji.

Nikujin needs the Flip Slash and Staff Spin.

Iji needs Nuke charging, Plasma Cannon charging, and Shocksplinter projectile.
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NickCarney
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« Reply #952 on: December 13, 2009, 06:56:45 PM »

I've played Iji but not far enough in to experience all of those...and if I have, I can't remember.

If you could take some screenshots (or describe them) of those three I'll get started on them Smiley
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mokesmoe
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« Reply #953 on: December 13, 2009, 10:46:01 PM »

I think ArdentSideburn is doing the rest of Iji's sprites.
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Blaizer
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« Reply #954 on: December 13, 2009, 11:07:34 PM »

I think ArdentSideburn is doing the rest of Iji's sprites.
It's true, he(/she)'s got that under control.
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NickCarney
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« Reply #955 on: December 14, 2009, 08:31:10 AM »

Okay, I think I'm gonna work on a stage then.
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thatbrod
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« Reply #956 on: December 15, 2009, 06:25:28 AM »

Assassin Blue:


So, I was hoping he could be a playable character, but if not, I could still come up ideas for support stuff too. Just say what he'll probably fit in under.
« Last Edit: December 15, 2009, 06:34:19 AM by brod » Logged

Soulliard
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« Reply #957 on: December 15, 2009, 09:38:04 AM »

I think he'd be better as a support character. He would not be a bad playable character by any means, but IMO there are better options out there.
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thatbrod
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« Reply #958 on: December 15, 2009, 11:28:22 AM »

mk then, so you need info's, right?

My basic idea:
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Blue charges an attack in a stationary position, and after around ~5 seconds, he lunges forward dealing heavy damage and a powerful knockback to anyone that's in his line of attack. He quickly decelerates, then disappears.

He would only need a few animations:
  • Charging (His outline slowly turns Blue, lasts 5 seconds)
  • Lunge (His sword pointing in the direction he lunged in. I suppose a blur would be needed)
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JaJitsu
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« Reply #959 on: December 22, 2009, 01:13:02 PM »

I have a quick question.

why the blue knight over the other 3 colors?
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