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879166 Posts in 32965 Topics- by 24357 Members - Latest Member: iriinet

May 23, 2013, 11:54:54 AM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 1
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Author Topic: Balding's Quest: Milestone 1  (Read 94633 times)
Dan MacDonald
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« Reply #30 on: February 22, 2007, 03:03:49 PM »

haha great! I like it!
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Derek
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« Reply #31 on: February 22, 2007, 03:20:56 PM »


Looks like a tiny jumping chris crawford!

:D

This is awesome!  All we need now is:

  • a walking animation
  • a "pulling myself up" animation
  • a ladder climbing animation

...and then I think we're set for the first milestone!  Graphics can always be tweaked later, but these look great.

The music sounds awesome, also!

GO TEAM VENTURE!!!

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BMcC
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« Reply #32 on: February 22, 2007, 03:34:12 PM »

Just jumpin' in for some quick responses.  I'll be able to contribute more to the discussion later, but not just yet...

@PoV:  That's for me to know and you to find out.  Cool

@Data:  Oh, I'm going to pay special attention to the puffs, believe me.  They make or break a game.   Wink

And thanks for the kind words!  Don't you worry, all the excitement of making games died in me years ago.  I'm in this for the long haul.  Definitely keep on me, though.  It'll only help keep me focused.

@Bezzy:  Haha, that's nuts!  I like it.

Once I get the core engine done, I'd like to make more detailed plans for the animations.  I can't discuss it right now, but lemme throw this out there -- What does everyone think about more deliberate, physical movement for the character?  For example, instead of "sliding" up the ladders as platform game characters are so often wont to do, what do you think about him (Guy Balding) climbing up rung by rung?  Just a thought.

Alright, back to my notes.  Keep the ideas comin'.
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BMcC
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« Reply #33 on: February 22, 2007, 03:36:21 PM »

This is awesome!  All we need now is:

  • a walking animation
  • a "pulling myself up" animation
  • a ladder climbing animation

Yeah, walking, climbing, pulling up from ledges, and also pulling up from the tops of ladders.  Pushing could be useful, too...
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« Reply #34 on: February 22, 2007, 03:38:35 PM »

For example, instead of "sliding" up the ladders as platform game characters are so often wont to do, what do you think about him (Guy Balding) climbing up rung by rung?  Just a thought.

the more little details like this, the better. Take advantage of it being a pc game and go friggin nuts with animation and ridiculous polish. That's the kind of stuff that makes a game memorable
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« Reply #35 on: February 22, 2007, 03:39:42 PM »

Can I put dibs on the "Climb Ledge" one? I'll try doing it in the next couple of days.

Quote
# The player can hang onto ledges, because it seems like a plausible ability, however, he can only pull himself up if he's not falling too fast, otherwise he'll lose the grip quickly. The same thing applies to grabbing onto ladders and other things.
I guess it's not for me to say, but I wouldn't do this, personally. The idea that the ability to climb up from a grip state being based on velocity... doesn't sound like it's going to feel "consistent". You're basing it off a discrete variable (velocity) which is less black and white than just a grip state.

I'd propose alternatives: that you can always get a grip, and always climb up from it, regardless of incoming velocity.

Or

You can always climb up from a grip, but if you fall past your jump height - 1 block, you cannot get a grip. That way you can grip same level platforms, but nothing lower.

Quote

# The player can jump about a tile high with a little margin. Since he can grab onto ledges, it's possible to climb 2 tiles high, but not 3.
Okay, so, what I'll do is, start with the Character gripping a ledge to his RIGHT, and then "scroll" the tile by (2,2) pixels, for 8 frames. So by the end of the 8 frames, the character has moved (16,16) from the original position, and is therefore directly ontop of the square he was previously clinging on the side of. Is that okay? Is it 16x16 for one square? Or is it 8? [Edit] Looks like 8 from the design doc. Easy enough. I'll just make it 8 steps of (1,1)

I'll make sure it has "speed" in mind so that you're not waiting too long for an animation to finish. However, no matter how fast, you'd always have a window of inactivity there. My tip is that if you re-press jump again while you're still in the middle of animation, you should snap the character to the end position of the animation, and have them start the jump from there - break the animation for the sake of keeping the player in control.

Quote
# The player can duck and crawl, and is a tile high while doing so. When pulling up from a ledge or coming up a ladder, he goes into crawl mode first, incase there's roof right above.
Noted!
« Last Edit: February 22, 2007, 03:51:29 PM by Bezzy » Logged

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« Reply #36 on: February 22, 2007, 03:41:55 PM »

For example, instead of "sliding" up the ladders as platform game characters are so often wont to do, what do you think about him (Guy Balding) climbing up rung by rung?  Just a thought.

the more little details like this, the better. Take advantage of it being a pc game and go friggin nuts with animation and ridiculous polish. That's the kind of stuff that makes a game memorable

My advice is that you have a pretty fast animation for ladder climbing - nothing more annoying than hitting a ladder and waiting for an excruciatingly slow animation - especially when you don't have much choice on a ladder. When this gets animated, I'd recommend Guy takes it about 4 rungs at a time Smiley. Keep him speedy.
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BMcC
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« Reply #37 on: February 22, 2007, 03:52:54 PM »

For example, instead of "sliding" up the ladders as platform game characters are so often wont to do, what do you think about him (Guy Balding) climbing up rung by rung?  Just a thought.

the more little details like this, the better. Take advantage of it being a pc game and go friggin nuts with animation and ridiculous polish. That's the kind of stuff that makes a game memorable

Oh yeah, that reminds me.  Bezzy pointed out his animation is 8 frames, but really, don't even worry about the frame count.  Computers have got MEGS of memory now, I hear.  Wink

I'd love to see crazy smooth animations if people were up for it.  (BTW, the game's running at 60 FPS.)

I guess it's not for me to say, but I wouldn't do this, personally. The idea that the ability to climb up from a grip state being based on velocity... doesn't sound like it's going to feel "consistent."

Don't worry about that stuff 'til the movement's been ironed out a bit (and everyone's got playable builds).  I'm sure we can get the movement in this game juuustt right.

Okay, so, what I'll do is, start with the Character gripping a ledge to his RIGHT, and then "scroll" the tile by (2,2) pixels, for 8 frames. So by the end of the 8 frames, the character has moved (16,16) from the original position, and is therefore directly ontop of the square he was previously clinging on the side of. Is that okay? Is it 16x16 for one square? Or is it 8?

The tiles are 8x8.  That sounds good, but be forewarned:  As the engine comes together, things may change.  That looks good on paper, though.

I agree, player control should be one of the highest priorities in this game.

Quote
# The player can duck and crawl, and is a tile high while doing so. When pulling up from a ledge or coming up a ladder, he goes into crawl mode first, incase there's roof right above.
Noted!

Hold on, I could so easily just detect what's above the ladder...  So I'd say, with the climbing over the top of the ladder animation, make it go into a crouch (which would be like one frame away from standing most likely).  If there's something above, he'll stay crouched, otherwise he'll stand up.
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BMcC
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« Reply #38 on: February 22, 2007, 03:54:32 PM »

For example, instead of "sliding" up the ladders as platform game characters are so often wont to do, what do you think about him (Guy Balding) climbing up rung by rung?  Just a thought.

the more little details like this, the better. Take advantage of it being a pc game and go friggin nuts with animation and ridiculous polish. That's the kind of stuff that makes a game memorable

My advice is that you have a pretty fast animation for ladder climbing - nothing more annoying than hitting a ladder and waiting for an excruciatingly slow animation - especially when you don't have much choice on a ladder. When this gets animated, I'd recommend Guy takes it about 4 rungs at a time Smiley. Keep him speedy.

Okay, I'm really rushing through responses now.  I've got to go!

But to that I'd say, yeah, I want to keep player control a focus.  But I like the idea of the character having a certain "weight" to his actions.

MORE ON THIS LATER

PEACE OUT  ::runs off::
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« Reply #39 on: February 22, 2007, 03:55:13 PM »

Not sure what I can offer besides armchair support - you guys seems to have everything covered already! Amazing how this has taken off in apparently a handful of hours Grin Awesome!
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« Reply #40 on: February 22, 2007, 04:20:47 PM »

Alec: The music so far sounds so awesome. Could you be so kind in enlightening us how you made it (program you used, midi keyboard, etc.) I'd love to learn how to make those delicious electronic sounding beats. Kiss

This project looks excellent, gentlemen. I'll be following this thread with anticipation!

(By the way, Hello everyone, Pixfu members- I'm the same Ryan from the forums. Not the samehatsamehat Ryan. That is all, end transmission.)
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Inane
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« Reply #41 on: February 22, 2007, 04:23:18 PM »

I got dibs on the run cycle(If dibs are allowed). I'll try an' make one tonight.
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
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« Reply #42 on: February 22, 2007, 04:27:18 PM »

I was going to add some ideas here but it seems like you're in the flow, so I might just hold off a while and keep thinking.  Just your energy and the energy of everybody else about this game makes it seem fun already!

** I don't even want to mention this but...***
It would be kind of nice to see a shockwave/flash version of the game too.  I think it would be a hit.

But that might be a little bit insane to think about right now (or maybe ever).  There might be a few issues (like frame rate).  But,  It would be interesting to see though. 
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BMcC
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« Reply #43 on: February 22, 2007, 04:31:16 PM »

@Inane:  Yeah, I dunno about this whole "dibs" thing, but go for it, man!  I needs me some runnin' animations.

@vitaminNewB:  Thanks.  Smiley

I don't even want to think about other versions 'til we have a fully playable game at least.  But keep ideas comin'.  If I'm coding, I don't really have much brainpower left for creative stuff.  I've been diggin' checking this thread every so often and finding fun new ideas.

No need to hold back!
« Last Edit: February 22, 2007, 04:33:29 PM by BMcC » Logged

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« Reply #44 on: February 22, 2007, 04:57:05 PM »

I got dibs on the run cycle(If dibs are allowed). I'll try an' make one tonight.
Try and get a bit of sway in him if it doesn't look daft :D. Make him wobble as he steps yay!
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