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TIGSource ForumsCommunityDevLogsTrey the Toucan
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Trevor Dunbar
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« on: July 16, 2009, 11:15:34 AM »

This game is going to send me to the looney bin.

I'm creating a 2d platformer with XNA, perhaps to compete in DreamBuildPlay, but probably not. I'm running out of time and I don't know how much appeal these types of games can hold anymore.

I don't have any semblance of a story, so if you'd like to help me out, PM me with some ideas.


I want the animation to kick butt, but I can't vouch for my artistic skills - Well, not TOO much. How about 1/2 of a dodgy, unfinished walk cycle?  Well, hello there!



That's all the toucan you get for now, back to work on some code...

« Last Edit: June 24, 2010, 08:17:50 PM by Draco9898 » Logged

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Hayden Scott-Baron
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« Reply #1 on: July 16, 2009, 11:18:29 PM »

Do you know that Toucans can, indeed, fly?
Is there some conceit why the toucan has to walk and jump?
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robertogracia
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« Reply #2 on: July 16, 2009, 11:52:22 PM »

I think they is still appeal in 2d plarformers if you come up with a gameplay that is unique and addictive. You don't have to exactly replicate the game mechanics of every other game...but I have to agree with Dock a bit in that you need to have a rationale for things, no matter how fantastic or crazy they may be.
Keep it up!
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« Reply #3 on: July 17, 2009, 07:49:01 AM »

Maybe he's the Toucan that was too lazy to learn to fly!  And maybe that's the goal of the game.

His Toucan girlfriend kicks him out - "You need to learn to fly, and don't come back until you can!  Find me a gift on the next island over too, or else forget it!" 

Along his adventure he needs to:

Find Gramps Toucan and talk about flying technique.
Climb the Towering Trees of Awesomeness to strengthen his legs for a boost.
Find 2 high cliffs to jump from.
Reach the island and find a gift.

Some food for though anyhow. Smiley

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Trevor Dunbar
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« Reply #4 on: July 17, 2009, 12:07:59 PM »

   There are always so many 'logical' liberties taken with games and cartoons, such as:
if Donald Duck is a duck, and ducks can fly, why doesn't he fly?  Grin
If Mario is a plumber, why aren't you ever fixing someone's toilet? Why does Mario get a kick out of mushrooms?
If Sonic is a hedgehog, why is he BLUE!?
Knuckles the Echidna...looks like anything but one..

None of these characters were ever meant to be taken at face-value or interpreted literally.

I was thinking of giving the player the ability to 'flap', sort-of go a tiny bit higher than normal when jumping- sort-of like quadruple jumping...Well yea, it guess it would be quadruple jumping.

« Last Edit: July 17, 2009, 12:30:45 PM by Draco9898 » Logged

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Hayden Scott-Baron
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« Reply #5 on: July 17, 2009, 12:25:40 PM »

if Donald Duck is a duck, and ducks can fly, why doesn't he fly?  Grin
Because his wings have evolved to have opposable thumbs.

Well, good luck to you with your bewildering array of toucan-oriented games.  Undecided
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Trevor Dunbar
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« Reply #6 on: August 31, 2009, 12:11:49 PM »

I can't draw land tiles to save my own damn life.  Cry
Granted, it's not complete...but for pete's sake I hate trying to draw rocky terrain.



It'll have to do for now. Now let's plug them into my game editor...
« Last Edit: August 31, 2009, 12:17:23 PM by Draco9898 » Logged

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Ishi
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« Reply #7 on: August 31, 2009, 12:38:57 PM »

They fit in with the style of your character I think, which is good. There's one bit on the rock tiles, the small round rock, that stands out and makes the repeating tiles quite obvious. The shape of the slopey bit is kinda odd, and doesn't seem to match up between the front/back of the platform.

Apart from those couple of niggles though I like it. How's the code side of things going?
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Trevor Dunbar
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« Reply #8 on: August 31, 2009, 02:16:39 PM »

Quote
Apart from those couple of niggles though I like it. How's the code side of things going?

It's going ok, I'm not sure how I want to implement objects like springs because each object is probably going to need it's own class. They will inherit a basic object class, but they are all going to be so unique they'll need their own field members.

Also need to recode winforms. Gross.
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Trevor Dunbar
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« Reply #9 on: March 19, 2010, 08:36:45 AM »

Going back to this, now using lots of different render targets so my water shader only gets applied to the level tiles in places where a map texture is seen, then applies a color effect to the final composite. This is because it was very weird to have the character sprite and other sprites "wobble" as they move through the level.

The water object uses dynamic vertices to constantly update in hardware.



« Last Edit: March 19, 2010, 08:40:09 AM by Draco9898 » Logged

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J. R. Hill
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hi


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« Reply #10 on: March 19, 2010, 07:07:01 PM »

Fantastic! Kiss

Btw, I think it would make a lot more "sense" to have him walking if he didn't look so bird-like.  (Or just put a shirt on him, it works for Disney)
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Trevor Dunbar
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« Reply #11 on: June 04, 2010, 05:19:45 PM »

Still working on this, send me a PM if you want to help test/help in-general.. I'm afraid I can't pay you though.  Epileptic

If you want to help in big way we'll have to talk in-length.

Obligatory level editor screenshot time a-go-go:
 


« Last Edit: June 05, 2010, 04:43:07 AM by Draco9898 » Logged

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Trevor Dunbar
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« Reply #12 on: June 24, 2010, 07:26:27 PM »

Editor is slowly turning orange...Now if only I could make it emit an orange scent as I make levels. Fresh!

Oh and tab-controls are stupid, they don't expose a back/foreground color property. WTF? Like, seriously? Whatever.

Also the property grid control is going to be amazingly helpful.

« Last Edit: June 24, 2010, 07:35:50 PM by Draco9898 » Logged

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« Reply #13 on: June 27, 2010, 12:16:51 PM »

Property grid is nice yeah. It's not very elegant to make it work with custom file types though, but not too bad. The tab control is a bit useless. I tried out a couple of open-source tab controls with close buttons on them but they're never as nice as you would hope.
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Trevor Dunbar
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« Reply #14 on: June 27, 2010, 06:32:07 PM »

I fixed the tab controls by extending their classes
and exposing their BackColor property; also, looking at some help online.

Also screen-shotting my game panel is no longer creating blurry captures after enabling double buffering on it.

« Last Edit: June 27, 2010, 07:38:50 PM by Draco9898 » Logged

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