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877042 Posts in 32843 Topics- by 24285 Members - Latest Member: Nicketas

May 18, 2013, 11:31:06 AM
TIGSource ForumsDeveloperFeedbackDevLogsDungeon Dashers - Multiplayer Co-op Dungeon Crawling
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Franklins Ghost
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« Reply #15 on: March 06, 2012, 06:56:08 PM »

Nice assassin and from also looking at your old mockups with the other characters which are more like the right one and seem to work, I'm going to be the annoying guy and say the right one. Get a clearer picture of the character. Also with lots of characters facing sideways it might look a bit funny and unclear I'm thinking. Like how in your early images you can clearly distinguish all the characters and not sure if it would be as obvious if they were all facing the side. Also would hide the great art Alex is doing and nicer to show it off.
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JigxorAndy
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« Reply #16 on: March 06, 2012, 07:11:25 PM »

Here's two mockups where they're centered on the tile, and a bit of (fake) shadow.





Does that help at all?
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Franklins Ghost
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« Reply #17 on: March 06, 2012, 07:24:55 PM »

Tough one, glad I don't have to be the one to decide  Smiley The side on view does work also with more on screen so not sure what I prefer...
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alastair
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« Reply #18 on: March 06, 2012, 07:38:53 PM »

Graphics definitely looking good, I hope it will be fun tactically too :D

I think the 3/4 perspective is definitely the best, it's the most immersive/appealing option as the characters fit into the world better.

Which platforms will you be putting this game on?
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JigxorAndy
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« Reply #19 on: March 06, 2012, 07:44:01 PM »

I've just been reminded of something important. The bottom view (side on) is facing right now, but if I want 4 directions then facing up and down might look weird. In contrast, 3/4 perspective can be done correctly with up/down directions. I think I'll settle on that!

Such a tough decision!
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JigxorAndy
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« Reply #20 on: March 06, 2012, 07:45:33 PM »

Graphics definitely looking good, I hope it will be fun tactically too :D

I think the 3/4 perspective is definitely the best, it's the most immersive/appealing option as the characters fit into the world better.

Which platforms will you be putting this game on?

Thanks Smiley

I'll definitely be releasing it for PC, and I'm hoping to release it on Mac and Linux as well.
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Franklins Ghost
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« Reply #21 on: March 06, 2012, 08:06:53 PM »

if I want 4 directions then facing up and down might look weird. In contrast, 3/4 perspective can be done correctly with up/down directions. I think I'll settle on that!

Yeah hadn't considered that, makes sense then to go with the 3/4 perspective.
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Blodyavenger
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« Reply #22 on: March 07, 2012, 05:09:11 AM »

Yeah, 3/4 looks quite alright but then again, I love what I saw on one of your first images and personally I think that's even better

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JigxorAndy
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« Reply #23 on: March 07, 2012, 07:50:02 PM »







I decided on 3/4 perspective to match the tiles. Alex did these new directions. Note that the left direction will be a flip of the right. The outline was also changed to a 'blended' one instead of a hard black outline. The in-game shadows are my temp ones and the character hasn't been positioned properly, but that's what it looks like so far!

What does everyone think?
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Franklins Ghost
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« Reply #24 on: March 07, 2012, 08:50:59 PM »

Character is coming along really nicely, like the look of them.
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JigxorAndy
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« Reply #25 on: March 07, 2012, 11:44:03 PM »

Character is coming along really nicely, like the look of them.

Thanks! Tomorrow he'll hopefully have a sword and an attacking animation/frame.
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JigxorAndy
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« Reply #26 on: March 08, 2012, 06:30:48 PM »

I didn't post much yesterday besides sprites. Here's what I did (big stuff):

Day 68
* put in new character art + attacking animations
* make characters 'bounce' on each step
* put in end of turn buttons
* Added Singleplayer

Today I've been struggling with some network synchronization problems. The same code that allowed singleplayer and AI tweaks introduced new bugs in multiplayer. I think I finally fixed them, so I'm pretty happy about that now.

I'm going to add more monster stats, and I think I'll try adding in some new AI too. The AI at the moment is just chasing a particular player and attacking them, but I've left it easily customizeable so I can add in new algorithms that deal with tactics such as hit and run (attack once then run away), pure random movement, keeping distance from the player (for ranged), etc.
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Alex Norton
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« Reply #27 on: March 08, 2012, 07:21:35 PM »

This? This looks incredible. I will definitely be keeping my eye on this.

We're both working on RPGs! I'd love to know what you think of mine (Malevolence)
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JigxorAndy
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« Reply #28 on: March 08, 2012, 09:35:09 PM »

This? This looks incredible. I will definitely be keeping my eye on this.

We're both working on RPGs! I'd love to know what you think of mine (Malevolence)

Thanks! I'll check out Malevolence Smiley
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JigxorAndy
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« Reply #29 on: March 08, 2012, 11:14:04 PM »





Alex sent these this morning. I tried them out in game and they look awesome.
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