Lukas
|
 |
« on: August 01, 2008, 07:59:59 AM » |
|
    Corner's ShinyMirrors Edge demake. Momentum-Mechanic, speedy platformer, Glitch-Exploiting-Based, competitive gameplay with highscores. Instructions in the game. My Highscore to date is something 390. ------------------------------------------------------------------------ Download here: http://www.esnips.com/doc/f8745efc-aa22-49b8-8ffd-8872778bec7a/CornersShiny--------------------------------------------------------------------------- Have Fun. 
|
|
« Last Edit: September 07, 2008, 04:29:05 AM by BaronCid »
|
Logged
|
|
|
|
Kinten
Gentleman Scholar
Level 3
You be suspicious
|
 |
« Reply #1 on: August 01, 2008, 08:36:26 AM » |
|
damn. DAMN IT ALL!
|
|
|
Logged
|
|
|
|
Tanner
|
 |
« Reply #2 on: August 01, 2008, 09:08:18 AM » |
|
The only way this could really work is if you had Prince of Persia or Flashback-level animation for the character. I wish you luck, as I fit neither of your criteria. Seriously, this has major potential to be awexome.
|
|
|
Logged
|
|
|
|
kyn
|
 |
« Reply #3 on: August 01, 2008, 09:35:46 AM » |
|
That character looks like a zombie
|
|
|
Logged
|
|
|
|
moi
|
 |
« Reply #4 on: August 01, 2008, 10:06:48 AM » |
|
If you did this mockup yourself, then you don't really need a pixel artist 
|
|
|
Logged
|
subsystems subsystems subsystems
|
|
|
Lukas
|
 |
« Reply #5 on: August 01, 2008, 10:09:43 AM » |
|
If you did this mockup yourself, then you don't really need a pixel artist That character looks like a zombie | VBut I need a programmer (with platformer-experience) and a pixel-artist. :/
|
|
|
Logged
|
|
|
|
Moosader
|
 |
« Reply #6 on: August 01, 2008, 07:36:27 PM » |
|
But I need a programmer (with platformer-experience) and a pixel-artist. :/
What would your job be, then?
|
|
|
Logged
|
|
|
|
moi
|
 |
« Reply #7 on: August 01, 2008, 08:13:13 PM » |
|
capitalist
|
|
|
Logged
|
subsystems subsystems subsystems
|
|
|
Melly
|
 |
« Reply #8 on: August 01, 2008, 08:53:00 PM » |
|
Encouragement!
|
|
|
Logged
|
|
|
|
Akatosh
|
 |
« Reply #9 on: August 02, 2008, 06:41:33 AM » |
|
I have a little experience with scripting platformers. That one has a little glitchy enemy behaviour, but that's because I spent the whole of 5 minutes scripting the AI.  Anyway. With a bit of dedication, a whole month of time and AGS, I should be able to do the job. Get back to me if you're interested. (P.S. Your team management skills had better be damn good.  )
|
|
|
Logged
|
|
|
|
Lukas
|
 |
« Reply #10 on: August 02, 2008, 07:22:39 AM » |
|
GameDesign is actually important. But hey, make fun of me. That's cool.  I'll try to do the graphics then. It will look kinda strange. But it's about bootlegging, no?  First test:  I have a little experience with scripting platformers. That one has a little glitchy enemy behaviour, but that's because I spent the whole of 5 minutes scripting the AI.
Anyway. With a bit of dedication, a whole month of time and AGS, I should be able to do the job. Get back to me if you're interested.
(P.S. Your team management skills had better be damn good. ) Wow! Pleased you are interested! I guess you are in. :D But first: Are you shure you can do a rather complex platformer (with grabbing ledges, waljumping etc.) in AGS?  Don't know too much about it yet. BaronCid 
|
|
|
Logged
|
|
|
|
policedanceclub
|
 |
« Reply #11 on: August 02, 2008, 07:32:49 AM » |
|
That looks pretty fine and dandy to me.
Wasn't the Trilby sneaking game done in AGS?
|
|
|
Logged
|
|
|
|
JamesGecko
|
 |
« Reply #12 on: August 02, 2008, 08:06:53 AM » |
|
Did the Tribly game have physics based movement? I saw a YouTube video, and it looked much more arcadey. I mean that movement was very tight and precise, while you want to have a bit of momentum for wall jumps, and sliding, etc.
|
|
|
Logged
|
|
|
|
Akatosh
|
 |
« Reply #13 on: August 02, 2008, 08:48:14 AM » |
|
Yay, I'm in!  But first: Are you shure you can do a rather complex platformer (with grabbing ledges, waljumping etc.) in AGS? Don't know too much about it yet. Absolutely yes, one can do that. Art of Theft was made in AGS, and although the controls in THAT game are 100% arcade, making a game with physics-based movement should be possible, too. With the proper time commitment, I'm positive I could do that. Just drop me a PM with what exactly you need, and I'll look into it. 
|
|
|
Logged
|
|
|
|
Lukas
|
 |
« Reply #14 on: August 02, 2008, 09:42:16 AM » |
|
 Now with NES colour palette.
|
|
|
Logged
|
|
|
|
Akatosh
|
 |
« Reply #15 on: August 03, 2008, 05:52:08 AM » |
|
So... I've started with scripting the basic platformer engine. So far, things are moving on smoother than expected. Right now, the whole thing is more or less held together by prayers and spit, but for something I more or less pulled out of my ass, it works surprisingly well.
In case anybody was wondering whether this is live.
[/thinly disguised bump]
|
|
|
Logged
|
|
|
|
Klaim
|
 |
« Reply #16 on: August 03, 2008, 05:56:53 AM » |
|
Here pause stance is not very dynamic for someone who is ready to jump and run on the roofs...
|
|
|
Logged
|
|
|
|
Lukas
|
 |
« Reply #17 on: August 03, 2008, 06:13:04 AM » |
|
Here pause stance is not very dynamic for someone who is ready to jump and run on the roofs... Yeah, it's more like the "I need to relax and find my inner balance again -stance."  
|
|
|
Logged
|
|
|
|
Lukas
|
 |
« Reply #18 on: August 03, 2008, 08:56:39 AM » |
|
Okay, I worked over that sprites. :/ Thank you Cow for kinda showing me the right way! The Nes'd ones are from Cow! They look awesome and are actually the more accurate ones concerning the NES's restrictions... but I'll still take the upper ones, I guess. that's the colour palette I need, because Faith from the original actually has that colour palette.  I'm pretty shure I can still improve those thingies but since I just started doing such pixel things I think this is okay so far.  
|
|
|
Logged
|
|
|
|
Melly
|
 |
« Reply #19 on: August 03, 2008, 09:40:23 AM » |
|
Sorry but the NES can only have sprites of 3 colors. The 4th color is the transparent pixels.
|
|
|
Logged
|
|
|
|
|