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1319101 Posts in 59257 Topics- by 50356 Members - Latest Member: wombatthebat

October 22, 2017, 12:09:57 am

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Bitworld [Finished (OSX+WINDOWS)]
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Author Topic: Bitworld [Finished (OSX+WINDOWS)]  (Read 131204 times)
Ivan
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alright, let's see what we can see

Valaam0
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« Reply #20 on: December 08, 2009, 10:30:21 am »

Love the movement.

For a more old-school look, why not just render the 3d maze in lower resolution and colour? I did a mock-up and it looked okay.


Thanks, Pishtaco!

Yeah I was thinking about rendering it at x2 pixels. Not sure how the lower color thing would work... like posterizing?
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Pishtaco
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« Reply #21 on: December 08, 2009, 10:38:58 am »

Yeah I was thinking about rendering it at x2 pixels. Not sure how the lower color thing would work... like posterizing?

I dunno, I just did it in a paint program. I suppose you could use a pixel shader.

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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #22 on: December 08, 2009, 10:40:51 am »

yeah, I can easily reduce the colors with a pixel shader, but im afraid it might just look like there's something wrong with your video card Tongue I'll play around with it tho.
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Ed
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« Reply #23 on: December 08, 2009, 11:01:18 am »

Very attractive! The animation is very nicely done - really "bendy" unllike similar stuff I've tried.

Regarding bit-depth/lighting etc, could you artifically put some colour banding on the lighting without being as harsh on the rest of the colours? Pishtaco's mockup looks good though - real (S?)VGA vibe Smiley
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Silbereisen
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« Reply #24 on: December 08, 2009, 11:05:25 am »

The animations are absolutely priceless!  Cheesy
Please do finish this!
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increpare
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« Reply #25 on: December 08, 2009, 11:12:12 am »

I think the walking judder might be a little extreme?

Quote
yeah, I can easily reduce the colors with a pixel shader, but im afraid it might just look like there's something wrong with your video card Tongue I'll play around with it tho.
What if you were to apply one or two interesting effects on top of the colour-reduction algorithm?
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FawfulBeans
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« Reply #26 on: December 08, 2009, 11:41:23 am »

That's brilliant!

And that walk is a mighty lovely thing.  Hand Thumbs Up Left Crazy
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György Straub
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« Reply #27 on: December 08, 2009, 11:56:44 am »



It does look more auldeschool. And the video is ace. Don't change the walk animation!=D
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Oddball
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« Reply #28 on: December 08, 2009, 03:36:28 pm »

The walking animation is brilliant. Please don't change it or tone it down. How are you planning on solving the lack of attack animations? More procedural trickery?
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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #29 on: December 08, 2009, 03:54:35 pm »

Yeah I got a few procedural animation ideas I want to try when I get home from work. If they don't work out, I might just have to butcher your sprites a little bit Tongue
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Martin 2BAM
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« Reply #30 on: December 08, 2009, 04:56:19 pm »

Oh lord, awesomenewss  My Word!! I had a similar Idea but it's really spectacular that someone who's familiar with 3D is giving it a shot!

Please tell me you're also going to use the enviroment tile assets for the floor and walls.

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Working on HeliBrawl
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« Reply #31 on: December 08, 2009, 06:06:02 pm »

the movement animation is hilarious! If you're going for a more comical style, def keep that in there. It would be cool to see that kind of squash and stretch added to attack anims as well.
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Türbo Bröther
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« Reply #32 on: December 08, 2009, 06:14:20 pm »

I feel sorry for anyone else using Oryx's sprites because you've just topped any implementation of them with that walking animation without even trying.
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J. R. Hill
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« Reply #33 on: December 08, 2009, 08:08:02 pm »

HIPPITY HOP IN MY ROGUELIKES??

I guess he could face left when moving left but that's all the advice I've got.
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hi
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« Reply #34 on: December 09, 2009, 12:33:43 am »

Daaaaamn, this looks so cool.
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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #35 on: December 09, 2009, 05:16:52 pm »

Haven't had alot of time to work on this, but here's playing around with some jumping and attacking ideas while I work out proper level generation and baddie AI out on paper.





The attacking animation needs some work but i'm pretty happy with the jumping. You cant really tell from the video, but in 90 frames per second the squash and stretch on it works pretty well.

« Last Edit: December 09, 2009, 05:20:38 pm by Ivan » Logged

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Martin 2BAM
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« Reply #36 on: December 09, 2009, 06:03:50 pm »

so....awesome... Addicted
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Silbereisen
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« Reply #37 on: December 09, 2009, 06:09:34 pm »

I want to play this
NOW!
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Oddball
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« Reply #38 on: December 09, 2009, 07:15:59 pm »

 Tears of Joy I really like the way you've done the character movement for this, and that attack animation is looking good too. Can't wait to get my hands on this bad boy. Hand Any KeyAddictedHand Joystick
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Rynen10K
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can't be beat.


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« Reply #39 on: December 09, 2009, 08:28:54 pm »

Haha, so rad!

You'd think the squash-and-stretch would clash with the ultra-lo-res sprites, but it works so damn well! :D
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