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1045591 Posts in 42364 Topics- by 34109 Members - Latest Member: Maximizer

September 23, 2014, 06:24:44 PM
TIGSource ForumsFeedbackDevLogsFinishedBLOCPK: Competitive Hoarding: Pickup Artists
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Author Topic: BLOCPK: Competitive Hoarding: Pickup Artists  (Read 31043 times)
Quarry
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« Reply #20 on: April 06, 2013, 08:19:41 AM »

They look too smooth to be sprited
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Rabbit
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« Reply #21 on: April 06, 2013, 08:21:33 AM »

They look too smooth to be sprited

That is why they pay him the big bucks.
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Whiteclaws
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« Reply #22 on: April 06, 2013, 08:29:50 AM »

Lookn' Good !
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Atnas
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« Reply #23 on: April 06, 2013, 08:57:14 AM »

They look too smooth to be sprited



i smoothed it some more for ya
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Whiteclaws
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« Reply #24 on: April 06, 2013, 10:46:35 AM »

My eyes : Sold  Kiss
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Udderdude
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« Reply #25 on: April 06, 2013, 11:19:09 AM »

Ironman's adventures in multiplicity world.
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Austiyn
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« Reply #26 on: April 06, 2013, 01:53:57 PM »

This looks pretty cool.

Can't wait for a demo  Smiley
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Rabbit
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« Reply #27 on: April 06, 2013, 03:57:38 PM »

I plan on having a demo very soon. It might not have block controls but I want to make sure the shooting is fun and responsive.
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Rabbit
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« Reply #28 on: April 07, 2013, 07:26:08 AM »

Made a slight change to jumping and falling mechanics today.

If you are in the air, and you hold DOWN, the gravity is nearly doubled so you fall faster. This allows you to make shorter hops in order to sort of juke your opponent and bait out shots. This works when just jumping or when falling from a ledge.
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Panurge
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« Reply #29 on: April 08, 2013, 02:15:54 AM »

Is it just me or do some of the frames in the kickback and reloading animations make the gun look a little bendy?

Otherwise, this is looking great.
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Rabbit
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« Reply #30 on: April 08, 2013, 05:03:28 AM »

Is it just me or do some of the frames in the kickback and reloading animations make the gun look a little bendy?

Otherwise, this is looking great.

They do look bendy but we are working with lil tiny pixels and everything is exaggerated. Also the reload animation is buggy, so you only see half of it right now. Once its all there the animation will be sped up a bit and these things will be less noticeable.

Thank you. (:

Also here is one of the fight tracks.

http://dl.dropbox.com/u/28435104/test.mp3
« Last Edit: April 08, 2013, 05:39:33 AM by Rabbit » Logged

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Whiteclaws
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« Reply #31 on: April 08, 2013, 01:55:49 PM »

Where's the jump shoop ? There's no game without jumshoot ?
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Rabbit
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« Reply #32 on: April 08, 2013, 01:56:49 PM »

Where's the jump shoop ? There's no game without jumshoot ?

Not in the game.

Yet?
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Rabbit
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« Reply #33 on: April 10, 2013, 05:04:12 AM »

Since I have added acceleration and friction to the game I have noticed that there is really no need for the "aim walk".

The idea behind this was that you could aim while moving, essentially keeping your opponent pinned down behind the BLPOCK or whatever else he may be crouched behind. However since you can run, hit W to aim, and then slide, you are still covering some distance there. The transition between aiming/standing/crouching is also instant.

I find that this increases tension more so than a guy slowly shuffling towards you with his gun raised. 
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Rabbit
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« Reply #34 on: April 19, 2013, 04:54:10 PM »

Development is essentially starting over!

I'm rebuilding the game in Unity. :3
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DustyDrake
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« Reply #35 on: April 19, 2013, 05:13:14 PM »

Perhaps make it so that you can only 'aim' while under a certain speed? I mean, I don't know about you, but aiming while sliding and trying to maintain my balance would be fairly difficult.
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Zack Bell
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« Reply #36 on: April 19, 2013, 05:27:02 PM »

Why the switch to Unity? It just seems odd to switch from something that was built for 2D to something built for 3D.

Just curious Smiley
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Rabbit
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« Reply #37 on: April 19, 2013, 06:44:17 PM »

Switching to Unity so I can do some better particles, physics, and lighting. There are TONS of 2D toolkits available and the hardest part of the transition is going to be brushing up (learning) C# or JavaScript.

Also Unity Web Player is sooooo good.
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Udderdude
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« Reply #38 on: April 23, 2013, 03:56:43 AM »

I thought Unity was a pain for 2D, is this no longer the case?
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Atnas
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« Reply #39 on: April 23, 2013, 04:07:22 AM »

Perhaps make it so that you can only 'aim' while under a certain speed? I mean, I don't know about you, but aiming while sliding and trying to maintain my balance would be fairly difficult.

but how else would you both aim and maintain appropriate swag
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