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1380618 Posts in 65851 Topics- by 58246 Members - Latest Member: RobertBleyl

August 15, 2020, 02:32:01 AM

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TIGSource ForumsCommunityDevLogsTreasureline
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rayteoactive
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« Reply #40 on: February 12, 2010, 01:09:44 AM »

 Hand Thumbs Up Left Evil Hand Thumbs Up Right

can't wait. The flapping wing looks great too.
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Lazycow
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« Reply #41 on: February 14, 2010, 03:22:48 AM »

Thanks for the feedback. I'm glad that most of you you like the dragon. But now to something less spectacular: Collecting items. Did you ever asked yourself... "What is a treasureline?" Here's the answer:


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<Nanovoid><Treasureline><Pharaohs Return>
Zulli: "Is this game really being programmed or are you just torturing us?"
mokesmoe
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« Reply #42 on: February 14, 2010, 07:08:34 PM »

+1
+1
+1
+1
+1
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Ashkin
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« Reply #43 on: February 14, 2010, 08:39:15 PM »

+1
+1
+1
+1
+1

I concur.
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ChevyRay
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« Reply #44 on: February 15, 2010, 12:10:40 AM »

Can we get each body part of the dragon casting a shadow, or is that asking too much? I think it would compliment the pseudo-3D drawing style really well, whereas the circle shadow kind of works against it.
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Lazycow
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« Reply #45 on: February 15, 2010, 06:44:58 AM »

Can we get each body part of the dragon casting a shadow, or is that asking too much? I think it would compliment the pseudo-3D drawing style really well, whereas the circle shadow kind of works against it.

Interesting idea...


old / new

...but then again you want to see the exact shadow of the wings, don't you?
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Hajo
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« Reply #46 on: February 15, 2010, 06:47:22 AM »

With more detail there comes the wish for even more detail ...

The new shadow is good, since it changes with the dragons moves. I'd take the cut here and don't try to make it more realistic.

Work on the game, it looks tempting Smiley
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Alex May
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« Reply #47 on: February 15, 2010, 06:49:25 AM »

Circle shadow for the wings will do. You could also try it without shadows for the wings at all.
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gimymblert
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« Reply #48 on: February 17, 2010, 07:43:01 AM »

tha's good enough, wing's shadow would be distraction really!
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Alex May
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« Reply #49 on: February 17, 2010, 09:30:12 AM »

You could make the wing shadow circles bigger when the wings are outstretched.
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CiroContinisio
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« Reply #50 on: February 17, 2010, 10:04:48 AM »

The new shadow is good, since it changes with the dragons moves. I'd take the cut here and don't try to make it more realistic.
I agree with him!

Work on the game, it looks tempting Smiley
Sacred words, go on with the game... don't lose yourself into details!!! :D
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Lazycow
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« Reply #51 on: February 19, 2010, 03:28:57 AM »


It's really hard not to get lost in details, but I try. Approaching Milestone 1 now... I have finished the basic item handling: You grab an item by walking over it. And there are 2 buttons: "Action" and "Drop". Also, you see the item next to the player sprite while walking, which is a bit of a hassle while drawing the items. (I have been using overlays in the paint program to place the items) Is it ok to show the items like that? What do you think?


the spritesheet

@Alex May: Yes, that's interesting. Size changing circles for the wing shadows might work. I might give it a try later, when working on the dragon again.
« Last Edit: February 19, 2010, 03:38:51 AM by Lazycow » Logged

<Nanovoid><Treasureline><Pharaohs Return>
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Alex May
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« Reply #52 on: February 19, 2010, 04:19:02 AM »

Think of the hassle when you want to change the sprite though, you'll have to copy/paste it over each position in the bitmap. I would set up a list of points where the item should be drawn relative to the character - you've doubtless already got something that says "if facing left, draw this first instead of second", so why not also have a lookup into a set of data points that tells you the offset to draw the sprite, and what orientation to draw? Essentially a list of hand positions and orientations.
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Lazycow
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« Reply #53 on: February 24, 2010, 10:05:33 AM »



@Alex May: Ok, you have convinced me. Yes, the objects can be sorted according to their orientation. (You can see that very good on the dragon's body parts, but all other objects share that behaviour, too) So, I have included an offset-table for the right-hand. Didn't I want to avoid adding details? Anyway, I hope it will pay of in the long run.

Also included: The status display. Player's health is displayed below the player sprite. That Player name is somewhat disturbing, though.

Next up: The boss fight. (Then everything's done for milestone-1. whoo hoo...)
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<Nanovoid><Treasureline><Pharaohs Return>
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Ashkin
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« Reply #54 on: February 24, 2010, 10:32:30 AM »

 Hand Shake Left Grin Hand Shake Right

Somehow I feel there's something missing on that status display... Maybe on the right it could have who's playing, and on the left a radar to keep track of your allies.
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Inanimate
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« Reply #55 on: February 24, 2010, 03:27:48 PM »

OH GOD SO CLOSE
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CiroContinisio
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« Reply #56 on: February 24, 2010, 05:00:54 PM »

The UI of your game is very good, but you must add the post count to it...

...

Jokes aside, it's adorable.
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Lazycow
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« Reply #57 on: February 26, 2010, 12:41:25 AM »

@Ashkin: Empty space next to the status display could be used for the chat window, if you are concerned about that one. A radar is supported by the engine, maybe activated by a special item?

But I'm not sure about that list of active players. Are there online games that have such lists?

@CiroContinisio: "post count"...?!? Eh, I don't get it. what? what?
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Nate Kling
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« Reply #58 on: February 26, 2010, 08:23:26 AM »

Its looking really wonderful Lazycow, I am getting really excited to try this out.  Keep spitting out awesome stuff!
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Ashkin
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« Reply #59 on: February 26, 2010, 12:47:38 PM »

But I'm not sure about that list of active players. Are there online games that have such lists?

Well, I dunno. Chat would be good.
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