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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Doggy On Gallivanting Galaxies Yonder [FAIL]
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Author Topic: Doggy On Gallivanting Galaxies Yonder [FAIL]  (Read 9490 times)
Melly
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« Reply #20 on: December 11, 2009, 01:10:38 PM »

The controls are nice and forgiving, which I like; normally I find walljumping a pain in the arse, but with this I was walljumping like a mofo.

Yeah, I always enjoyed controls that were easy to handle. Why should a part of your moveset be so difficult to even pull off you have to actively practice it (like Super Metroid's wall-jump)? I prefer when the controls are simple to learn, but it's in how you use them that the skill really is.

It all looks a bit small, though. Have you thought about upscaling everything by x2?

I almost certainly will, but who knows. I kinda like it this way too.
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Ivan
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« Reply #21 on: December 11, 2009, 01:17:42 PM »

I think that jumping is a little slow, but then again I like really fast jumping
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Melly
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« Reply #22 on: December 11, 2009, 01:53:12 PM »

I might be making it a little bit faster. I'm not really a fan of the Cave Story style ultra-floatyness myself, but I kinda like how it is right now.

Instead I may be adding some kind of downward stomp/dash move.
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Melly
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« Reply #23 on: December 16, 2009, 11:37:25 PM »

Been working on some code to handle simple cutscenes. It's pretty difficult to figure out an elegant way to handle that in code.

Anybody there done cutscene management code in AS3? If so, I'd love some tips or ideas.

Also working on a few basic enemy behaviours and gonna try and get some basic combat running.
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« Reply #24 on: December 16, 2009, 11:57:53 PM »

Anybody there done cutscene management code in AS3? If so, I'd love some tips or ideas.

I coded a small cutscene manager that you can see in action here.  The engine is part of a larger platformer kit I'm releasing for sale soon, but I'm happy to share tips before then.  Is that the sort of cutscene engine you're talking about?

I wound up defining my cutscenes in XML, where each cutscene action is a separate "cutscene action" object.  Each cutscene action has a start, a middle, and an end, and each action is tick()'d until it marks itself as completed, at which point that action is popped off the stack and the next one moves into its place as the current cutscene action.  So you can scroll the camera, and when it's finished, the camera scroll action is done, then another action kicks into place which opens a door, then a second camera scroll action can pan back to the player.

That's a view-from-20,000-ft, but if you have more specific questions, I'm happy to share from my limited experiences.

Putting all of the actions in XML can seem a bit gross, but it was an easy way to quickly deserialize parameters into objects (especially because PBE handles that so nicely).  Eventually a less angle-brackety way of defining cutscenes might be nice, but for now this does quite well, and is very easily extendable.

--clint
« Last Edit: December 17, 2009, 12:02:29 AM by HanClinto » Logged
Melly
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« Reply #25 on: December 18, 2009, 01:52:40 PM »

We have chosen a name!

Doggy On Gallivanting Galaxies Yonder

Also, thanks for the feedback HanClinto. Not sure I'll make it that involved, but I'm still open for possibilities.
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« Reply #26 on: December 18, 2009, 05:06:18 PM »

The game controls like a dream. As indicated by other posters, the wall jumps are very forgiving, and easy to perform. The dog fits neatly into even the smallest gaps on the map without getting hung up. Off to a good start.

I'm sure it's been asked before, but what on earth is your avatar, Melly?

-SirNiko
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Don Andy
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« Reply #27 on: December 18, 2009, 05:10:29 PM »

I'm sure it's been asked before, but what on earth is your avatar, Melly?

That would the Pokemon Shinx
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Fifth
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« Reply #28 on: December 18, 2009, 05:33:48 PM »

I am eagerly looking forward to what you have planned here.
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Melly
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« Reply #29 on: January 11, 2010, 08:35:32 AM »

Allow me to add another failure to my list.

We tried pretty hard this time, but mismanagement, overambitiousness and some shitty luck prevented us from completing anything worth showing.

Oh well, see you guys next time. When I'll probably fuck up again.

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moi
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« Reply #30 on: January 11, 2010, 10:42:18 AM »

Might wanna try again with cheap Aion gold in your pocket whiile in the boston transit area.
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Melly
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« Reply #31 on: January 11, 2010, 11:18:57 AM »

Next time I'm not making a thread until I have something that can be seen as a proper entry.
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« Reply #32 on: January 11, 2010, 12:07:12 PM »

Concerned
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Melly
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« Reply #33 on: January 11, 2010, 12:08:03 PM »

 Sad
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Ivan
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« Reply #34 on: January 11, 2010, 12:34:06 PM »

 Beer! 'tis better to have tried and failed!
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« Reply #35 on: January 12, 2010, 05:18:22 AM »

Beer! 'tis better to have tried and failed!
..than to have tried and got hit by a bus.

Hard luck guys, sorry it didn't work out!
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