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TIGSource ForumsCommunityDevLogspixellated platform game thing dot exe
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Author Topic: pixellated platform game thing dot exe  (Read 4695 times)
Afinostux
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« on: August 09, 2015, 06:47:10 AM »

Making a pretty neat sci-fi thing with a little bubble helmet man. It's platformy! It's Pixellated! I have no idea what to call it yet, but I do know that I want to make a sidescrolling dungeon crawler. IN SPACE



Download the latest test build here!

https://dl.dropboxusercontent.com/u/66774144/cavex_test6.zip

Changes:
  • Big level format changes
  • Beginnings of random level generation
  • Start of a level editor. navigate with vi keys. not super functional yet
  • Moving skeleton sprites look a lot more stable
  • Tons of internal changes, not a lot to see right now

Known bugs:
  • tile grid is extremely janky, i blame fmod

Arrow keys to move and jump, d to dash, esc to quit.

New things this version:

That little red line at the top left is a performance visualisation. If it reaches all the way across your screen, please tell me what computer you're playing on!

~~~ rip rainbow square man ~~~
« Last Edit: August 30, 2015, 02:33:00 AM by Afinostux » Logged

Octopus Tophat
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« Reply #1 on: August 09, 2015, 10:31:57 AM »

I use licecap. It's pretty easy, but kind of records in low framerates.
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Roguelike platformer: RogueWorld
eliasfrost
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« Reply #2 on: August 09, 2015, 10:39:19 AM »

Looks great so far. I use GifCam for recording gifs. It works great and it allows some basic editing.
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jctwood
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« Reply #3 on: August 10, 2015, 07:43:28 AM »

Love the player, hope they stay like that!
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Zorg
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« Reply #4 on: August 10, 2015, 08:07:18 AM »

Do you use an 8x8 sub-tileset? Looks good so far!
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Afinostux
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« Reply #5 on: August 10, 2015, 08:27:08 AM »

I use licecap. It's pretty easy, but kind of records in low framerates.
Looks great so far. I use GifCam for recording gifs. It works great and it allows some basic editing.

Thanks for the tips! I used fraps and virtualdub for the op, hopefully recording directly to gif will make it easier to capture a couple seconds of stuff here and there.

Love the player, hope they stay like that!

The player is just a test image for now, while I figure out what set of movements I want to make animations for. For instance, in the op the player turns pink and slows down for a few frames when landing on the ground. I've taken that out for now, but it might go back in for landing from long falls. For now though, I made a turnaround of the character:

Got a bit of the ol' twitchy hands

Do you use an 8x8 sub-tileset? Looks good so far!
yeah! I tried a couple other styles before settling on this. I like how easy it is to vary up the detail on the platforms.
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ProgramGamer
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« Reply #6 on: August 10, 2015, 08:31:50 AM »

Nice little platformer you've got going there! Pretty impressive of you to program it in C++ too.
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Afinostux
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« Reply #7 on: August 10, 2015, 11:28:50 PM »

I'm hardcore like that

Spent the better part of the day putting in skeleton style sprites, but I really don't like the way the rotation looks at this resolution. Also, his shoulder seems to... wander. Not sure I want to spend the time to track that one down right now.


So I went ahead and started animating the old fashioned way:


Any comments on the sprites so far? I've left the arm off right now in case I want to animate it independently.
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Storsorgen
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« Reply #8 on: August 11, 2015, 12:50:06 AM »

Looks pretty nice, but I think the shoulder swaying back and forth is way too much for a sprite of that size. Also kinda looks like he has his hands in his pockets? Otherwise, very nice and simple design, I like the colors!

As for the running, the feet don't seem to go very far forward on the running part, maybe extend them further forward?
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jctwood
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« Reply #9 on: August 11, 2015, 03:13:59 AM »

I miss rainbow protagonist.
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lobstersteve
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« Reply #10 on: August 11, 2015, 06:47:15 AM »

Haha, yeah, i also want that rainbox thing as the protoganist.
That is "i want block characters for kerfuffle" all over again.
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ProgramGamer
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« Reply #11 on: August 11, 2015, 08:41:26 AM »

Haha, yeah, i also want that rainbox thing as the protoganist.
That is "i want block characters for kerfuffle" all over again.
Speaking of which, I haven't heard of Kerfuffle in ages.
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Afinostux
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« Reply #12 on: August 12, 2015, 07:42:09 AM »

I had no idea that that sprite would be so charming Grin
Maybe I'll add it back in as a playable easter egg character. mr. D. Bugman  Beer!

Well, I went ahead and fixed up the skeleton sprite thing
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ProgramGamer
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« Reply #13 on: August 12, 2015, 09:58:23 AM »



Party hard!!
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Afinostux
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« Reply #14 on: August 12, 2015, 10:48:25 AM »

mixing two animations!
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Afinostux
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« Reply #15 on: August 15, 2015, 01:49:57 PM »


Animation is in the game properly now. Might clean up the interface later, but for now I like the results.
might be nice to write some sort of animation tool so that I don't have to type all the keyframes in by hand next time Tired

Anyone want to try it out in its current form? not a lot to do, but I'd like to hear what you think of the player and camera movement https://dl.dropboxusercontent.com/u/66774144/cavex.zip

Almost forgot: arrow keys to move and jump, d to dash, esc to quit
« Last Edit: August 15, 2015, 01:55:26 PM by Afinostux » Logged

purenickery
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« Reply #16 on: August 15, 2015, 01:56:00 PM »

My lord, when you play the game those animations are as smooth as butter. Glorious.
The game window is super huge though, it doesn't fit on my screen and I have a pretty big screen. Also, I really like the camera movement as far as showing the contents of a single room at a time, but I'm not a huge fan of how it'll stop between rooms if you stand right in the middle.

Fantastic overall so far though!  Gentleman
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Afinostux
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« Reply #17 on: August 15, 2015, 08:50:25 PM »

Try this one:
https://dl.dropboxusercontent.com/u/66774144/release2.zip
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« Reply #18 on: August 15, 2015, 08:58:46 PM »

That's cool, how are you animating the dude?
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Afinostux
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« Reply #19 on: August 16, 2015, 10:26:58 AM »

it's this in 2D. The animation so far consists of 12 keyframes. The arms in the walk animation have their own set of keyframes so that I can swap them out for other animations eventually.
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