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891194 Posts in 33529 Topics- by 24768 Members - Latest Member: jonny2027

June 19, 2013, 06:44:48 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsAssemblee: Part 2Mushroom Stew [FINISHED]
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Author Topic: Mushroom Stew [FINISHED]  (Read 14078 times)
Kazerad
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Should really make more games.

italicsemicolon
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« Reply #30 on: December 13, 2009, 06:32:39 PM »

Did you have the same issue with former versions? If not, my shader is probably at fault. What is your video card?
No problem with pre-water versions. Video card is an Asus EAH4650.

As of latest version, it's now half-fixed. Pretty literally.
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iarwain
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« Reply #31 on: December 13, 2009, 10:30:11 PM »

Did you have the same issue with former versions? If not, my shader is probably at fault. What is your video card?
No problem with pre-water versions. Video card is an Asus EAH4650.

As of latest version, it's now half-fixed. Pretty literally.

Cute. Cry

I worked a little on the shader today, hopefully this will have fixed your issue. Thanks for the report, btw! Smiley


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György Straub
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« Reply #32 on: December 14, 2009, 09:59:27 AM »


Awesomniac!!!

Also, glad to see someone using my tree sprites.=)
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Fifth
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« Reply #33 on: December 14, 2009, 10:06:08 AM »





No, no!  Go back to the straight-reflected water!  This one makes no sense!
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iarwain
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« Reply #34 on: December 14, 2009, 10:45:49 AM »


Thanks for the appreciation and for the tree sprites, they're great! Smiley

No, no!  Go back to the straight-reflected water!  This one makes no sense!

But, but... I like it! Cry



Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. Smiley

Btw, expect to see your Doggy and some fire/lightning balls there soon. :D
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Kazerad
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Should really make more games.

italicsemicolon
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« Reply #35 on: December 14, 2009, 11:05:49 AM »

Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. Smiley
I'm guessing he's referring to the  way the reflection is stretched out further at the right and left edges, as though on a 3D plane going toward the player. Realistically, reflections are pretty much just like a flipped-over version of whatever is above them. Example.

I'll try out this new version when I get home tonight, hopefully it'll stop glitching up for me now - I really want to play with this new water!   
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« Reply #36 on: December 14, 2009, 11:17:30 AM »

i like the screen-shaking-effect when the character hit the ground  Kiss

This is my favourite part.
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iarwain
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« Reply #37 on: December 14, 2009, 01:01:28 PM »

Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. Smiley
I'm guessing he's referring to the  way the reflection is stretched out further at the right and left edges, as though on a 3D plane going toward the player. Realistically, reflections are pretty much just like a flipped-over version of whatever is above them. Example.

I'll try out this new version when I get home tonight, hopefully it'll stop glitching up for me now - I really want to play with this new water!  

Oh I see. Well I guess I can remove that and go for vertical sine perturbations then. The stretching was mainly done to avoid reflecting pixels that are out of the display as they don't exist for the shader and cause visual artefacts. I'll play with water a bit more later, tonight I'll focus more on mushrooms, bullets and blood spurts.

Also, I was thinking of having a fast-paced, clear the level of all enemies as fast as you can with bonus for combos and stuff game, with maybe some kind of leaderboard. Not sure yet...

Please let me know if the current version works correctly on your computer. Smiley

EDIT: More something like this, then?


« Last Edit: December 14, 2009, 05:37:42 PM by iarwain » Logged
iarwain
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« Reply #38 on: December 15, 2009, 04:17:37 AM »

Tonight I've added mushroom soldiers that shoot mini fireballs. They can also shoot shurikens, bullets, lightning balls or homing missiles.

Also both Dragon Princess & Mushroom Soldier can be playable or NPCs.

As I haven't built a mac version, I'll put everything online tomorrow. Here's a screenshot of what's coming though. Smiley

EDIT: The version (windows & mac) is online here


« Last Edit: December 15, 2009, 05:07:23 AM by iarwain » Logged
HanClinto
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« Reply #39 on: December 15, 2009, 09:51:07 AM »

Wow, looks beautiful!

Those new reflections are fantastic!
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Kazerad
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Should really make more games.

italicsemicolon
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« Reply #40 on: December 15, 2009, 02:16:16 PM »

New version works great! Graphical glitches are gone, water looks amazing. I was having some slowdowns in the last version of 0.3, but those seem gone too. Those mushroom NPCs in the latest really kill my FPS, though, even crashing the game in some cases. I hope that constant stream of fire particles is temporary?

Also, the flipping effect when turning is cute, but personally I don't think it works that well with the graphics. It worked well in Paper Mario because those graphics looked pretty simple and flat to begin with, but I don't think it translates as well to this.
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iarwain
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« Reply #41 on: December 15, 2009, 02:26:44 PM »

Wow, looks beautiful!

Those new reflections are fantastic!

Thanks! =)

New version works great! Graphical glitches are gone, water looks amazing. I was having some slowdowns in the last version of 0.3, but those seem gone too. Those mushroom NPCs in the latest really kill my FPS, though, even crashing the game in some cases. I hope that constant stream of fire particles is temporary?

MMh, interesting for the slowdowns in 0.3. If they ever come back, please let me know.

As for the stream of explosion on the fireballs I will probably remove them or at least propose an option to do so. I made a whole list of features I'd like to implement, including coop multiplayer, gravity attacks, time slowdown attacks, ...

Quote
Also, the flipping effect when turning is cute, but personally I don't think it works that well with the graphics. It worked well in Paper Mario because those graphics looked pretty simple and flat to begin with, but I don't think it translates as well to this.

You might be right about that, I wasn't sure myself. I'll keep them a bit more to make up my mind definitely. Removing them is a matter of changing one line in the .ini config file anyway.

Thanks for the feedbacks! Smiley
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iarwain
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« Reply #42 on: December 18, 2009, 04:05:36 AM »


0.5 update list:

  • Added basic NPC behaviors: either always attack or attack on sight, reorient/no reorient, hide/no hide. They can be combined in the way you want.
  • Added coloured blood splatters / explosions depending on impact types
  • Crouching allows to dodge fire
  • Added tweakable health/protection + vision parameters in .ini files
  • Added some weapons/projectiles: fireball/miniFB, lightningball/miniLB, bullets, missiles and shurikens, no friendly fire for now
  • Restart the current level on player's death
  • All the characters can be either NPCs or playables one: same code interface for both
  • Misc tweaks and bug fixes

I also updated pdated the TODO.txt list with priorities. If you think there's a cool feature missing, let me know. Smiley

No mac version in the package for now as it's 7:00 am and I'm pretty tired. ^^

EDIT: Because sleep is for the weaks, the Mac OS X version is now part of the archive. Smiley
« Last Edit: December 18, 2009, 05:16:31 AM by iarwain » Logged
iarwain
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« Reply #43 on: December 20, 2009, 12:15:27 PM »

I've updated the v0.5 archive with new types of NPCS that can patrol (with or without falling over ledges).

Next task is implementing the gravity and time weapons.
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György Straub
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« Reply #44 on: December 20, 2009, 01:28:12 PM »

thanks for the continued Mac support! Hand Thumbs Up Left

I really like where this is going, the editor feels really robust, although some docs would be great (there were a couple things I didn't find after one superficial look at it, such as: the basis of rotation (pivot point? corner?), the way to switch between tiles to put, etc).

what did you make this in / with? (pre-dit: I just realized that you're the one that made ORX. neat framework!)
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