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

Login with username, password and session length

 
Advanced search

878891 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 10:43:36 PM
TIGSource ForumsDeveloperFeedbackDevLogsNobu: Fat Revenge! (action platformer with coop)
Pages: 1 [2] 3 4 ... 6
Print
Author Topic: Nobu: Fat Revenge! (action platformer with coop)  (Read 6404 times)
SolarLune
Level 10
*****


:1


View Profile WWW Email
« Reply #15 on: February 08, 2012, 07:25:42 AM »

Well, the snake's 'chest' always stays in contact with the ground. I'm pretty sure that it's impossible for a snake to (theoretically) get that slither without lifting their chest. I think in reality, a snake slithers horizontally, but showing that on a side-scrolling game would be difficult, so I think your decision to animate the slither vertically is correct.
Logged


KopanoGS
Level 0
***



View Profile WWW
« Reply #16 on: February 08, 2012, 07:32:13 AM »

Well, the snake's 'chest' always stays in contact with the ground. I'm pretty sure that it's impossible for a snake to (theoretically) get that slither without lifting their chest. I think in reality, a snake slithers horizontally, but showing that on a side-scrolling game would be difficult, so I think your decision to animate the slither vertically is correct.

True. I had to make this way because, like you said, the camara is in side-view and it would be strange to do the movement realistic.
Hope no biologist plays this game ahaha.

Thanks again Wink
Logged

SolarLune
Level 10
*****


:1


View Profile WWW Email
« Reply #17 on: February 08, 2012, 07:42:54 AM »

Perhaps you could add a frame before the first frame of the slither, (where he's tallest off of the ground) in which the bump's a little smaller. The animation's just starts a little suddenly.
Logged


KopanoGS
Level 0
***



View Profile WWW
« Reply #18 on: February 08, 2012, 08:02:11 AM »

Perhaps you could add a frame before the first frame of the slither, (where he's tallest off of the ground) in which the bump's a little smaller. The animation's just starts a little suddenly.

I'll try that Wink
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #19 on: February 08, 2012, 02:32:57 PM »

Today's updates :

- Snake animation finished.
- Completly new timer system. Now it functions based on elapsed time so i don't need to worry no more with the up/down fps.
- New entity system. With a simple inheritance i can add whatever i want to the game, from boxes to animals to traps, etc.
- Changed the colision code for this type of entities.
- The latest power-up (first page) is now fully working, with the necessary timer and rendertarget change so the shader is applied.
- The hability to add the new entities is now available in the editor.

And i think that's all. Uff, it was a very productive day (woot woot).


Till tomorrow.
Logged

TurboLento
Level 0
**


View Profile WWW
« Reply #20 on: February 09, 2012, 10:51:23 AM »

Just like to stop by and say that cover art looks amazing Smiley
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #21 on: February 10, 2012, 02:23:29 PM »

Just like to stop by and say that cover art looks amazing Smiley

Thanks. I am glad you liked it Smiley


Update time :

- Improved the weapon/bullet code.
- Fixed a problem with the bullet's lifespan timer.
- Sketched more animals, plants, weird stuff.
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #22 on: February 11, 2012, 05:22:42 PM »

Today i was only able to add one small but very important new feature:

- Zoom in/out added to the editor. It's very handy and i should have done this since the beginning.
Logged

r0ber7
Level 2
**


Inspired by pixels.


View Profile
« Reply #23 on: February 12, 2012, 09:52:43 AM »

should have done this since the beginning.

Smiley I've updated my editor many times. Every time I think the same thing. Careful, don't make too many levels until you've got a good editor. Else you'll have to redo all the levels. >_>
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #24 on: February 12, 2012, 10:24:50 AM »

should have done this since the beginning.

Smiley I've updated my editor many times. Every time I think the same thing. Careful, don't make too many levels until you've got a good editor. Else you'll have to redo all the levels. >_>

Ahaha. Fortunatly, my editor has a cool feature, if i change anything in the editor, the previous levels are not affected. But yeah, as i am doing more and more levels, i found out that i need more and more features. I can't think that far ahead even if i wanted to.
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #25 on: February 12, 2012, 05:05:41 PM »

Today's updates :

- New editor feature, zoom in/out;
- Made a level to see how everything would look placed together.
« Last Edit: May 31, 2012, 03:28:43 AM by KopanoGS » Logged

Windybeard
Level 3
***



View Profile Email
« Reply #26 on: February 13, 2012, 01:48:40 PM »

This game is looking awesome! i love the snake he looks great. I use to love playing a game called "kung fu chaos" on the original Xbox and the cover art reminds me of it and thats a very good thing.

Cant wait to see more!
Logged

KopanoGS
Level 0
***



View Profile WWW
« Reply #27 on: February 14, 2012, 07:28:50 PM »

This game is looking awesome! i love the snake he looks great. I use to love playing a game called "kung fu chaos" on the original Xbox and the cover art reminds me of it and thats a very good thing.

Cant wait to see more!

Thanks alot!
About the game, looks great and super fun to play, have to give it a try someday.


To sum up the past 3 days (have been quite busy unfortunatly):

- Made more animations;
- Finished the sake box power up code. It was missing the activation part, decided to get rid of it so i don't need to think about it anymore.
- Tested the animations in-game.
- Added a limit to the camera's movement (x and y) so it matches the editor.
Right now the map size is around 10000x2000.
- Played around with my logo. Changing the font, etc.
- I have came up with some better ideas for the enemy's AI. More complex...

I think that's all. It's quite late (3.3am) and i can't think right, lol.

Till next time.
Logged

eyeliner
Level 9
****


I'm afraid of americans...

hollow_digger@hotmail.com
View Profile WWW Email
« Reply #28 on: February 15, 2012, 08:59:17 AM »

The box is ugly. You can do better, I'm sure. Scrap it and redo it, please.
The snake looked cool. I'd prefer to see a bandanna instead of a string in his head, but that's a minimal thing.

In motion, probably there wouldn't be this kind of scrutiny and the animations would probably be ok, like you said.

The level seems competent for a starting level. Nice amount of jumping, verticality and it's quick.
Logged

I'm doing this: Ballin'
KopanoGS
Level 0
***



View Profile WWW
« Reply #29 on: February 15, 2012, 10:11:04 AM »

The box is ugly. You can do better, I'm sure. Scrap it and redo it, please.
The snake looked cool. I'd prefer to see a bandanna instead of a string in his head, but that's a minimal thing.

In motion, probably there wouldn't be this kind of scrutiny and the animations would probably be ok, like you said.

The level seems competent for a starting level. Nice amount of jumping, verticality and it's quick.

Thanks for the comment. I'm going to take the box comment and try to improve it, if it looks that bad. I don't want to have ugly things in my game

The level, after testing in-game is kinda small. Going to double the width to 20K.
Right now it's 10000x1800. Too small...

But yeah, it's nice for a first level like you said Wink

Thanks again, back to work!
Logged

Pages: 1 [2] 3 4 ... 6
Print
Jump to:  

Theme orange-lt created by panic