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1048209 Posts in 42499 Topics- by 34385 Members - Latest Member: woolycaveman

October 02, 2014, 08:29:09 AM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Death Worm Stage Design
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Author Topic: Indie Brawl: Death Worm Stage Design  (Read 24601 times)
godsavant
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« Reply #120 on: June 24, 2009, 05:28:17 PM »

BOMB.

Don't know if I got the outlines thick enough, it's been a while since I did work for IB.

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Soulliard
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« Reply #121 on: June 24, 2009, 06:08:46 PM »

That thing is huge! I feel bad for whoever is on the receiving end of the explosion.

Speaking of explosions, we can probably use this old animation, adjusted in size and color:
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godsavant
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« Reply #122 on: June 24, 2009, 06:14:25 PM »

That have to be huge, they're designed to hurt a Death Worm, not a person. :D

I'll let Kovski be the boss of that.
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shig
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« Reply #123 on: June 24, 2009, 07:57:59 PM »

So is it supposed to fall in the actual battlefield or just in the background?
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godsavant
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« Reply #124 on: June 25, 2009, 06:57:30 AM »

So is it supposed to fall in the actual battlefield or just in the background?

It will be an actual stage hazard (although they will not fall when the Death Worm is emerging, that would be too much of a stage-hazard clusterfuck.
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Soulliard
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« Reply #125 on: June 25, 2009, 08:49:35 AM »

The idea is that, while you're on the low parts of the stage, you have to watch out for the Death Worm, and while you're on the platforms, you have to watch out for missiles.
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shig
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« Reply #126 on: June 25, 2009, 02:19:01 PM »

Wait, isn't the Death Worm supposed to jump ABOVE the platforms?

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godsavant
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« Reply #127 on: June 25, 2009, 05:45:20 PM »

Oh, yeah. Embarrassed What if we just had the bombs pass through the platforms and always explode on the ground?

EDIT: Also, is anyone currently programming this stage?
« Last Edit: June 25, 2009, 05:52:06 PM by godsavant » Logged
Soulliard
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« Reply #128 on: June 25, 2009, 06:25:35 PM »

Yeah, I am.  Embarrassed

I also see no reason why the Death Worm can't have multiple attacks.
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shig
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« Reply #129 on: June 25, 2009, 06:54:49 PM »

Quote
I also see no reason why the Death Worm can't have multiple attacks.

Didn't you say way back in this thread that you wanted the deathworm attacks to be easily predicted ? If you have to guess wether it's going to jump above or just down low would sort of beat that purpouse.
Anyways, if you're thinking about just moving that single sprite to make the jump then it HAS to be a long, high jump otherwise it'll look... I don't know, dumb.
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Goodbye
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« Reply #130 on: April 17, 2010, 07:17:08 PM »


stage select?
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William Broom
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« Reply #131 on: April 17, 2010, 11:52:31 PM »

That looks awesome. The death worm is so... menacing...
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JMickle
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« Reply #132 on: April 18, 2010, 01:33:31 AM »

Isn't the size different for the stage select buttons?
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Soulliard
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« Reply #133 on: April 18, 2010, 07:14:38 AM »

Yes. They're 64x48 pixels.
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Landshark RAWR
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« Reply #134 on: April 24, 2010, 04:32:09 PM »

streeeech


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Eagle0600
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« Reply #135 on: April 24, 2010, 07:08:25 PM »

Pretty good.
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