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DustyDrake
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« Reply #20 on: September 18, 2012, 10:46:40 AM »


mummy on elevator, hero on elevator
Something bothers me about this (or at least until I saw the speed difference).
Will the player not 'fall' on an elevator if it's slow moving like the mummy's is?
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Eatingburger
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« Reply #21 on: September 18, 2012, 11:00:48 AM »

Hm... And then the hero continues without hat?
The hat can just teleport itself back onto the protagonist's head when it hits the ground.
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Linkshot
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« Reply #22 on: September 18, 2012, 11:02:24 AM »

The hat can just teleport itself back onto the protagonist's head when it hits the ground.

Why not have him do an animation as he approaches the ground? Hand in air, push hat back down.
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Dom2D
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« Reply #23 on: September 18, 2012, 01:12:03 PM »

Liking this.
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Ashkin
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« Reply #24 on: September 18, 2012, 09:20:20 PM »

The hat can just teleport itself back onto the protagonist's head when it hits the ground.

Why not have him do an animation as he approaches the ground? Hand in air, push hat back down.
Better yet, just have him holding his hat down while falling, maybe with the edges flapping a little.
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Uykered
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« Reply #25 on: September 18, 2012, 09:41:17 PM »

Ya, it doesn't have to come off much — just a little would look cool.
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Lazycow
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« Reply #26 on: September 23, 2012, 03:36:16 AM »


Added some egyptian stuff like statues, columns and hieroglyphs, as suggested by happymonster.

Ya, it doesn't have to come off much — just a little would look cool.
Yes, ok. Sounds reasonable... I should give it a try.
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<Nanovoid><Treasureline><Pharaohs Return>
Zulli: "Is this game really being programmed or are you just torturing us?"
Dugan
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« Reply #27 on: September 23, 2012, 04:00:51 AM »

Looks great - love the segmented boss/big baddie guy too.

It won't be super hard like Rick Dangerous I hope Smiley
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Lazycow
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« Reply #28 on: September 24, 2012, 09:16:46 AM »

@dugan: No, I never liked Rick Dangerous, because all traps trigger way to fast and you basicly have to remember where each trap is located. That's Rick Ridiculous. It should play more like Metroid or Castlevania...


@DustyDrake: There are 2 types of moving blocks. The block on the left is in "elevator-mode" and simply moves up and down, where the block on the right is in "slam-mode", which is a trap.

Hm... The faster falling block is probably physically incorrect. Anyway, to answer your question, the hero can ride the elevator-block normally, like all mummies.  Wink
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Eigen
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« Reply #29 on: September 24, 2012, 09:25:46 AM »

Man, this looks good. I wanna play it! I wanna, I wanna. Wanna.
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HarrisonJK
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« Reply #30 on: September 25, 2012, 03:57:40 PM »

This truly is a nice looking game! The gameplay seems like it will be nice as well  Smiley
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Gainsworthy
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« Reply #31 on: September 25, 2012, 04:34:42 PM »

Hm... The faster falling block is probably physically incorrect.

Only if the falling block is accelerating less than gravity. If it's being propelled downward (say, by a spring-loaded elevator mechanism), then I think you're golden. And, by the looks of it, your block covers ~6 metres in ~0.3 seconds, where as your suave Egyptologist covers the same distance in ~0.5 seconds. Which means it is being propelled by some devious means, especially considering a big flat object would encounter a bit of air resistance... it also means the force of gravity is like 48 metres a second I think my physics brain is broken now?


RE: The Hat, seeing some other hat-related animations would be super-charming. Maybe missiles flying juuuust over your head could 'hit' the hat and make it jump? I second having to hold it for long falls, sounds cute. Though, I think seeing him grab his hat after every slide might be a bit much - maybe the animation could be quicker, and only activate in a near-miss scenario?

Also wow, an Egyptian-C64-Metroidvania? I think I'm in love.
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saint11
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« Reply #32 on: September 27, 2012, 10:16:35 PM »

I love the animations and colors!
I wish I had balls to make a game with so few colors Grin
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Siro
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« Reply #33 on: October 01, 2012, 04:03:22 AM »

This has the potential to be one of my favourite games ever.

Looks amazing, sprites are so nostalgic but so well made!
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Lazycow
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« Reply #34 on: October 09, 2012, 08:58:35 PM »


Update time... All major gameplay elements are finished now: elevator blocks, digging, rope climbing. Or is there anything else you would expect in an egyptian plattformer?

digging: You can only dig downwards and you walk horizontally just like normal. It's a bit simple, but maybe I could include some falling rocks like in Dig Dug or add some nasty creatures. Dunno.

climbing: There's some very basic rope physics in there, but it only wiggles the rope slightly if you swing sideways. No Tarzan-like rope-action so far, that might be too complicated. I already spent too much time on the swinging animations.

@Gainsworthy: Yes, spring-loaded elevator blocks are the way to go.  Well, hello there!  I like that thought and like this the blocks can also be used as floortraps.

@saint11: Thanks, I like the graphics, too. But now I think NES screens look considerably nicer and still very retro. Anyway, I am keeping the C64 style now.
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DustyDrake
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« Reply #35 on: October 10, 2012, 12:38:59 AM »

That  rope looks... too fluid I guess.
Cool, but too fluid.
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« Reply #36 on: October 10, 2012, 05:32:07 AM »

Agreed about the rope. It doesn't seem to match the update rate of environmental objects that I'm used to in ye olde gaming.
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Lazycow
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« Reply #37 on: October 14, 2012, 05:25:25 AM »


new rope physics...

@DustyDrake: Now that you say it... Yes, the rope above the hero has to be straight, because of his weight. Looks less fluid, but more realistic I guess. Not missing much now to full Tarzan-like swing action...   Who, Me?

@Linkshot: Well... There are some C64 game with quite fluid animations, e.g. Impossible Mission.
« Last Edit: October 21, 2012, 03:49:32 AM by Lazycow » Logged

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DustyDrake
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« Reply #38 on: October 14, 2012, 02:25:43 PM »

@Linkshot: Well... There are some C64 game with quite fluid animations, e.g. Impossible Mission.
Yeah but that looks mostly like sprite work, not physics.
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Lazycow
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« Reply #39 on: October 21, 2012, 04:58:24 AM »

Yeah but that looks mostly like sprite work, not physics.
Hm... Yes, right, I cannot remember one single C64 game that has some simulated physics in there. But there's Jungle Hunt and Hunchback, which have (precalculated) lianas...

Wait, there's the game "Thrust" which has some gravity effects with this sphere you have to grab. Hand Any Key


Update: collecting treasures works...
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<Nanovoid><Treasureline><Pharaohs Return>
Zulli: "Is this game really being programmed or are you just torturing us?"
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