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879391 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 01:17:47 AM
TIGSource ForumsDeveloperFeedbackDevLogsPharaohs Return
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Author Topic: Pharaohs Return  (Read 5900 times)
alastair
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« Reply #15 on: August 18, 2012, 03:56:58 AM »

Looks really cool.

Since you're doing the hat coming off in some animations, may as well apply it to the jump falling anim?
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Lazycow
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« Reply #16 on: August 23, 2012, 08:36:50 AM »

Since you're doing the hat coming off in some animations, may as well apply it to the jump falling anim?
Hm... And then the hero continues without hat?


Ah, I forgot: the monsters!
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<Nanovoid><Treasureline><Pharaohs Return>
Zulli: "Is this game really being programmed or are you just torturing us?
_Madk
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« Reply #17 on: August 23, 2012, 01:24:17 PM »

I love the way this looks!
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jonarkanix
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« Reply #18 on: August 23, 2012, 05:27:31 PM »


Ah, I forgot: the monsters!
Hmm, multicolor sprites with hires overlay. You weren't joking about using c64 graphics, eh? Wink

Very nice, can't wait to see some further development.
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Lazycow
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« Reply #19 on: September 18, 2012, 10:10:00 AM »


the title picture

@jonarkanix: Yes, I mean "real" C64 graphics...  Wink I am also planing to emulate a CRT monitor with some shader code. So if you like hires sprite overlays, here's another one: The logo in the title picture features blue hires sprites over some multicolor background blocks.

Unfortunately, this high color density with sprite overlays is not possible in the playfield, because the C64 can only display 8 sprites in a row and I need the sprites for the gameplay action...
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DustyDrake
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« Reply #20 on: September 18, 2012, 10:46:40 AM »


mummy on elevator, hero on elevator
Something bothers me about this (or at least until I saw the speed difference).
Will the player not 'fall' on an elevator if it's slow moving like the mummy's is?
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Eatingburger
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« Reply #21 on: September 18, 2012, 11:00:48 AM »

Hm... And then the hero continues without hat?
The hat can just teleport itself back onto the protagonist's head when it hits the ground.
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Linkshot
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« Reply #22 on: September 18, 2012, 11:02:24 AM »

The hat can just teleport itself back onto the protagonist's head when it hits the ground.

Why not have him do an animation as he approaches the ground? Hand in air, push hat back down.
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Dom2D
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« Reply #23 on: September 18, 2012, 01:12:03 PM »

Liking this.
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Ashkin
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« Reply #24 on: September 18, 2012, 09:20:20 PM »

The hat can just teleport itself back onto the protagonist's head when it hits the ground.

Why not have him do an animation as he approaches the ground? Hand in air, push hat back down.
Better yet, just have him holding his hat down while falling, maybe with the edges flapping a little.
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alastair
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« Reply #25 on: September 18, 2012, 09:41:17 PM »

Ya, it doesn't have to come off much — just a little would look cool.
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Lazycow
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« Reply #26 on: September 23, 2012, 03:36:16 AM »


Added some egyptian stuff like statues, columns and hieroglyphs, as suggested by happymonster.

Ya, it doesn't have to come off much — just a little would look cool.
Yes, ok. Sounds reasonable... I should give it a try.
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Dugan
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« Reply #27 on: September 23, 2012, 04:00:51 AM »

Looks great - love the segmented boss/big baddie guy too.

It won't be super hard like Rick Dangerous I hope Smiley
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Lazycow
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« Reply #28 on: September 24, 2012, 09:16:46 AM »

@dugan: No, I never liked Rick Dangerous, because all traps trigger way to fast and you basicly have to remember where each trap is located. That's Rick Ridiculous. It should play more like Metroid or Castlevania...


@DustyDrake: There are 2 types of moving blocks. The block on the left is in "elevator-mode" and simply moves up and down, where the block on the right is in "slam-mode", which is a trap.

Hm... The faster falling block is probably physically incorrect. Anyway, to answer your question, the hero can ride the elevator-block normally, like all mummies.  Wink
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« Reply #29 on: September 24, 2012, 09:25:46 AM »

Man, this looks good. I wanna play it! I wanna, I wanna. Wanna.
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