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502
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: February 17, 2008, 08:47:20 PM
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Intresting stuff DestronPrime.
It is not too late since nothing is started beyond design yet. Here is my development plan. I am going to make just the basic tools to make a platformed fighting game in C++ with Allegro (for rendering). I will make it all open source, comment it well and provide help to any one who asks on how to get it working. Then I will go off and make one of the two game modes that intrest me. Probably blood Paint. I leave it to other people to create the game modes they want to see. So if you want to put these ideas into reality you can do it. Ultimatly all game modes will be accessable through the main menu. Hopefully development time will be sped up with the availability of pre existing sprites and tools.
[edit] removed for developer moral.
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503
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Community / Jams & Events / Re: The misery thread
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on: February 16, 2008, 10:39:20 PM
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I went to GDC last year but I didn't know any of you TIGers people back then. I booth hopped a little and distribute my resume to hiring managers. Still it was awesome just to walk in the presence of other game devs. As one of my firends said about Commicon "These are my people". Alas project deadlines at work keep from attending this year. Maybe next year I will learn to get stuff done on time. Human hugs to all of you who made it or want to make it.
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504
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Player / General / Re: What does your handle mean?
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on: February 13, 2008, 09:13:41 AM
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My girlfriend, who worked in a pet store at the time, told me that hamsters were by far the most vicious, foul tempered, animal she had to deal with. So I changed all my gaming handles to "Death Hamster Mark 4". Typing that name in to a forum login screen takes too long so I shortened it to "hamster".
I have never owned a hamster nor do I plan on getting one.
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505
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Developer / Technical / Re: 2D line / non-axis aligned rectangle collision
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on: February 09, 2008, 12:55:34 AM
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Step 1 find angle between the line and the y axis Step 2 rotate (a temporary copy of each point of the rectangle by the negative of the angle in step 1. Step 3 If all points after rotation have a positive X value or negative X value, the line does not passes through the rectangle. If there is a mix then some of the points lie on one side of the line(now orriented on the Y axis) and the rest lie on the other, hence line passes through rectangle. Step 4 profit
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507
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Developer / Art / Re: Speed drawings!
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on: February 06, 2008, 02:48:46 PM
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Some one did the same for coding a simple game:
I like the part where he curses out C syntax after 3 minutes debugging a syntax error.
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508
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Developer / Art / Re: Flashbang needs your feedback!
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on: February 06, 2008, 02:45:00 PM
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I like the front page logo AdamAtomic copied for the front maybe shrunk to the right breast. Then have the full blown drawing with pipe, monocle and full text "Off Road Velociraptor Safari" on the back.
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511
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: February 04, 2008, 06:15:15 PM
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Inane's figures seem to be 50 pixels in height. I think this is as good a height. Unless anyone posts a better series of images (and is willing to do more work than Inane). I will probably design the tools to work with images of these dimentions.
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512
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: February 04, 2008, 04:17:05 PM
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My plan was to have the backgrounds be static images that have solid areas that are defined by a text file. This would not allow for paralax but I don't think that is an important feature. I am putting some serious thaught into how to make a zoomable camera. So that when the fighters are closer together you see them closer and with more detail.
What I am trying to say is that the size in pixels will have no effect on the actual game play.
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514
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: February 04, 2008, 11:57:44 AM
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Not being a coder, I would say that would depend on whether or not all the sprites need to be restricted to specific dimensions. If that's the case it would be best to figure out who the biggest would be and go from there. If you just mean so that all the characters are in the same scale, then yeah, from heel to top of the head standing upright would be the best bet. Make some sort of mugshot lineup type thing. From there the stances could be done.
This was purely an art question about scale. The actual sprites can be as large as you want (like SF2's Dalsim extending arms). I will probably make a tool that does animation off a sprite sheet. I just don't want Quote being drawn the size of Naija's shin due to a lack of communication. Also the bodies should be of similar sizes so I can reuse the same collision boxes for each character.
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515
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: February 04, 2008, 10:55:53 AM
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Since there have been a lot of artist responses I pose an art question: How tall in pixels do you want to make the fighters? I know some characters may be taller than others especially in fighting stances. Just for uniformity I am going to suggest the measurement be taken standing upright measured from the heel to the top of the head.
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516
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: January 30, 2008, 09:38:30 AM
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I would be willing to be Core programmer but I would prefer to do this after the Art/Code event. I am working on a very small project now that will probably be done before that event. While that event is running I want to participate in both the art and the code side of things. After the event I have no plans so making this sounds like fun.
I can have an engine with two guys jumping around a level fairly quickly. However there are some design specifics I want to hammer out before writing a single line of code. I would prefer to do this over IRC or some other real time media.
Here is a list of basic design things that need to be decided before coding: What will the levels be made of structure wise (tiled squares, horizontal bars, abstract shapes, something else) ? Will it be Horizontally/ Vertically scrollable or will the action take place on one screen? Will there be Zooming? (the further apart the characters are the wider it zooms to keep every one in view) What sort of rendering library will we be using? (I am most comfortable with allegro and magic pink, If you want an alpha layer you need to find some one else)
It is one thing to talk about boss battles and cinematics, but until we lay the foundation of screen rendering and level creation this will go nowhere.
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517
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Player / General / Re: Rejected Game Ideas
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on: January 30, 2008, 09:05:23 AM
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Black Death, the game. Play as that lovable pandemic that eradicated 1/3 the population of Europe. Jump from host to host until every quaint village and town is reduced to fly strewn Necropolis. Dodge priests and inquisitors as they try to expel your "demon" taint. Do you have what it takes to bring about the apocalypse?
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518
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: January 26, 2008, 05:48:00 PM
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Bump. I would hate to watch this thread die. Any way from the past few pages it seems like both the_dannobot and I are thinking about coding this. Ixis still seems in charge of these shenanigans. All we need is a legion of sprite artists and level designers and we will be set. On thing we could do is encourage people during the Art/Code Compo to make renditions of their favorite Indie game character. We may end up with 10 Indie Brawlers when the smoke clears. Another thing we could try is making Brawler frame work that consists of a menu system, a character selection screen, A game type/level selection screen, a base class that each game type will inherit from, some helper classes that the base class can use, and some level/character design tools to create static files that can be loaded by the helper class. I would prefer to discuss this in a more real time format with whom ever is interested. How about we meet on the IRC at a specific time? I am free on the the Tuesday, Thursday and Friday after 5:00pm PST or 1:00AM GMT. Also I am free all weekend (because I have no life  ).
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519
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: January 21, 2008, 06:27:47 PM
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@ the_dannobot That sounds a lot smarter than my random button masher, but if we are going to make a multi level game with bottom less pits of doom, how do we tell the AI to jump over them?
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520
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Community / Indie Brawl / Re: Indie Brawler Design Doc
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on: January 21, 2008, 12:32:42 PM
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Does anyone know how to make an AI for a fighting game? I did it once by hooking up the rand() function to the input buttons. It simulated a button mashing player quite well. It also liked jumping off cliffs. However if you want to simulate something a little more intelligent, I would like to hear suggestions.
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