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Author Topic: Indie Brawl: Spelunker  (Read 50426 times)
mokesmoe
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« Reply #160 on: January 07, 2010, 12:46:58 AM »

Beaten at his own game.  Corny Laugh
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MaloEspada
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« Reply #161 on: January 11, 2010, 10:17:07 AM »

Poppants wins lots-a points in sprite interpretation. Fuckin' good edit.
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thewojnartist
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« Reply #162 on: February 21, 2010, 02:46:36 PM »

I've started work on the whip, even though I'm a terrible animator  Who, Me?
Any way, I've only started working on the whip, not on Spelunker (yet again, terrible animator) So here is my sloppy work so far:


P.S. I like him better w/ the angry eyes and w/o the belt buckle  Wink
« Last Edit: February 21, 2010, 07:09:17 PM by Goodbye » Logged
Blaizer
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« Reply #163 on: February 21, 2010, 10:38:24 PM »

Looks good, as long as the whip hits behind a little bit as well as in front, I'm happy.

Also, as long as the mouth stays, I'm happy.
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William Broom
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« Reply #164 on: February 21, 2010, 10:42:15 PM »

It might be cool if the whip went suddenly from behind him to in front of him, like in the original. But maybe that would just look silly in this context.
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Winterous
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« Reply #165 on: February 22, 2010, 12:02:42 AM »

It might be cool if the whip went suddenly from behind him to in front of him, like in the original. But maybe that would just look silly in this context.
Well it's not an over-head swing he's doing, it is a whip, they tend to do just that.
It's like, behind, halfway forward and rolling over itself, then cracking in front.
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thewojnartist
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« Reply #166 on: February 22, 2010, 05:34:17 PM »

The way I see this is best told in 2 steps:
1. He lifts his front foot, leans backward on his back foot, reaches behind his head, and the whip appears from behind his head.
2. He steps down on his front foot, leans forward lifting his back foot, and cracks the whip.

I'll be back soon with a visual concept.

Edit:
cruddy visual concept
« Last Edit: February 22, 2010, 05:41:41 PM by Goodbye » Logged
Winterous
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« Reply #167 on: February 22, 2010, 05:46:56 PM »

The way I see this is best told in 2 steps:
1. He lifts his front foot, leans backward on his back foot, reaches behind his head, and the whip appears from behind his head.
2. He steps down on his front foot, leans forward lifting his back foot, and cracks the whip.

I'll be back soon with a visual concept.

Edit:
cruddy visual concept

That's basically how it'd look.
There'd be a few frames in between where you basically can't see the whip, because it's going behind his body.
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Rory
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« Reply #168 on: February 22, 2010, 09:42:52 PM »

Just coming back to the recovery move issue, how about his ^S is the cape, as his recovery, and ^A becomes Radnom's rope throw?
So basically, you push ^A to activate the cape and slow your descent (rather than being an upward propellant move, makes it unique), and then ^A again to deactivate it.
If you then combined this with the more powerful second jump (the jetpack), it would balance out somewhat.

Also I really like Radnom's rope throw idea, I think it really captures the spirit of the original, without being too hard to integrate into IB.

My 2c Gentleman
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Blaizer
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« Reply #169 on: February 23, 2010, 12:33:46 AM »

How about what I said earlier:


This way,

1. The rope differentiates itself from the other grapple recoveries.
2. The rope stays hanging until it is used or the move is used again.
3. The rope always drops straight down like in Spelunky
4. The rope can be used tactically - make it hang off a platform over a hole - if you get knocked over the hole, instead of falling down you have a rope already waiting to rescue you.
5. No swinging, as that would be time consuming and difficult to implement.
5. No climbing, for above reasons.

Oh, and the rope could damage characters as it is thrown as well.



So? think it could work?



EDIT: Oh, also once the rope is latched on and hanging down, touching the rope -anywhere- on it will pull you up much like the other character's grapple moves, you don't have to press a button, or touch the end, or anything like that.

Quoting so you don't have to look back. I think it's alright... we never really came to a decision on it... Most people think that the Spelunker needs the rope because it's such a fundamental (and iconic and whatnot) item in Spelunky, but it's pretty much "I want it but I don't know how it would work."

Let's come to a decision now?
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Soulliard
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« Reply #170 on: February 23, 2010, 09:26:19 AM »

I don't think any of those solutions would work that well from a gameplay perspective. I'd say just stick with the jetpack.
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thewojnartist
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« Reply #171 on: February 23, 2010, 03:19:55 PM »

Yeah, I like the jetpack idea better too. Plus, I'm thinking of trying to draw the weapons (not the animations) for most of his attacks when I find the time, and the jetpack would be more interesting to draw than the rope.
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Winterous
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« Reply #172 on: February 23, 2010, 07:03:54 PM »

I don't think any of those solutions would work that well from a gameplay perspective. I'd say just stick with the jetpack.
It's too bad, one of the most iconic things about Spelunky won't work in this game Sad
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mokesmoe
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« Reply #173 on: February 23, 2010, 10:11:14 PM »

We could use that rope like that for an item.
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Winterous
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« Reply #174 on: February 23, 2010, 10:35:00 PM »

We could use that rope like that for an item.

Very true.
It could just make a ladder that sits there for a minute, if it hits a surface high enough off the ground (or just reaches a certain altitude)
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Soulliard
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« Reply #175 on: February 24, 2010, 07:46:38 AM »

That would require new animations for every single character.
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Winterous
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« Reply #176 on: February 24, 2010, 02:11:53 PM »

That would require new animations for every single character.
....
 Cry
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mokesmoe
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« Reply #177 on: February 24, 2010, 02:53:32 PM »

I meant use the rope as an item the way we discussed it would work here. You throw it, after a second of being in the air, or hitting a fall through ledge, it stops, and a rope descends. Anyone touches the rope and the rope pulls them up, putting them on the ledge, or with a bit of upwards momentum if not attached to a ledge. Not a ladder; no new animations required.

Could be used to maneuver yourself, to set up for combos, or just to get in the way of your opponent.
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Soulliard
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« Reply #178 on: February 24, 2010, 04:26:51 PM »

Without new animations it would look awkward. And the mechanics are not so great that they justify the inclusion.
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Winterous
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« Reply #179 on: February 24, 2010, 07:25:19 PM »

Without new animations it would look awkward. And the mechanics are not so great that they justify the inclusion.
A shame Sad

What other Spelunky items are included?
You could have a Golden Idol, which summons spiders when picked up, and is otherwise just a throwing item.
Or the elusive Crystal Skull, which would summon the ghost  Epileptic
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