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1411413 Posts in 69360 Topics- by 58415 Members - Latest Member: sophi_26

April 16, 2024, 06:48:47 AM

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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Death Worm Stage Design
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Author Topic: Indie Brawl: Death Worm Stage Design  (Read 32850 times)
Soulliard
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« Reply #120 on: June 24, 2009, 06:08:46 PM »

That thing is huge! I feel bad for whoever is on the receiving end of the explosion.

Speaking of explosions, we can probably use this old animation, adjusted in size and color:
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godsavant
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« Reply #121 on: June 24, 2009, 06:14:25 PM »

That have to be huge, they're designed to hurt a Death Worm, not a person. :D

I'll let Kovski be the boss of that.
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shig
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« Reply #122 on: June 24, 2009, 07:57:59 PM »

So is it supposed to fall in the actual battlefield or just in the background?
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godsavant
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« Reply #123 on: June 25, 2009, 06:57:30 AM »

So is it supposed to fall in the actual battlefield or just in the background?

It will be an actual stage hazard (although they will not fall when the Death Worm is emerging, that would be too much of a stage-hazard clusterfuck.
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Soulliard
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« Reply #124 on: June 25, 2009, 08:49:35 AM »

The idea is that, while you're on the low parts of the stage, you have to watch out for the Death Worm, and while you're on the platforms, you have to watch out for missiles.
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shig
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« Reply #125 on: June 25, 2009, 02:19:01 PM »

Wait, isn't the Death Worm supposed to jump ABOVE the platforms?

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godsavant
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« Reply #126 on: June 25, 2009, 05:45:20 PM »

Oh, yeah. Embarrassed What if we just had the bombs pass through the platforms and always explode on the ground?

EDIT: Also, is anyone currently programming this stage?
« Last Edit: June 25, 2009, 05:52:06 PM by godsavant » Logged
Soulliard
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« Reply #127 on: June 25, 2009, 06:25:35 PM »

Yeah, I am.  Embarrassed

I also see no reason why the Death Worm can't have multiple attacks.
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shig
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« Reply #128 on: June 25, 2009, 06:54:49 PM »

Quote
I also see no reason why the Death Worm can't have multiple attacks.

Didn't you say way back in this thread that you wanted the deathworm attacks to be easily predicted ? If you have to guess wether it's going to jump above or just down low would sort of beat that purpouse.
Anyways, if you're thinking about just moving that single sprite to make the jump then it HAS to be a long, high jump otherwise it'll look... I don't know, dumb.
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thewojnartist
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« Reply #129 on: April 17, 2010, 07:17:08 PM »


stage select?
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William Broom
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« Reply #130 on: April 17, 2010, 11:52:31 PM »

That looks awesome. The death worm is so... menacing...
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JMickle
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« Reply #131 on: April 18, 2010, 01:33:31 AM »

Isn't the size different for the stage select buttons?
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Soulliard
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« Reply #132 on: April 18, 2010, 07:14:38 AM »

Yes. They're 64x48 pixels.
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Landshark RAWR
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« Reply #133 on: April 24, 2010, 04:32:09 PM »

streeeech


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Eagle0600
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« Reply #134 on: April 24, 2010, 07:08:25 PM »

Pretty good.
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