DragonXVI Posted March 29, 2008 Report Share Posted March 29, 2008 And so it begins... (Early testing just now...Getting the hang of things again. Got Moving platforms in, scrolling parallax, and depth sorting for entities in the 2nd shot... You can also jump on the "Object"'s head and destroy it, thought not perfect yet seems to work ok... Would like to make this version of "That" engine a little more impressive this time...) Link to comment Share on other sites More sharing options...
SonicProject Posted March 29, 2008 Report Share Posted March 29, 2008 Yay Madventure! Looks kickass so far! Link to comment Share on other sites More sharing options...
ShootingStar Posted March 29, 2008 Report Share Posted March 29, 2008 Perspective looks messed up. Tiles say the camera's looking straight, down, but the objects say the camera's at an angle. But other than that pretty neat. Link to comment Share on other sites More sharing options...
DragonXVI Posted March 29, 2008 Report Share Posted March 29, 2008 Reason for that: Originally the "Side" parts of the tiles were larger, but I was wondering about the possibility of Zelda style "Falling off"... Laziness (And the fact the crackers sprites aren't viewed from that high up as you said) dictates that won't be necessary so I'll flip it back to proper 45 Degreeism (Or thereabouts) Link to comment Share on other sites More sharing options...
SonicProject Posted March 29, 2008 Report Share Posted March 29, 2008 I wish I were better with backgrounds. Gah. Link to comment Share on other sites More sharing options...
Hapi-San Posted March 30, 2008 Report Share Posted March 30, 2008 .. cor, red, haven't seen you about in ages. :. (Mind you, I don't post here much at all.) Nice to see some MAdventure antics. Link to comment Share on other sites More sharing options...
Serephim Posted March 30, 2008 Report Share Posted March 30, 2008 [qimg]http://i34.photobucket.com/albums/d103/DragonXVI/early1.jpg[/qimg][qimg]http://i34.photobucket.com/albums/d103/DragonXVI/early2.jpg[/qimg] And so it begins... (Early testing just now...Getting the hang of things again. Got Moving platforms in, scrolling parallax, and depth sorting for entities in the 2nd shot... You can also jump on the "Object"'s head and destroy it, thought not perfect yet seems to work ok... Would like to make this version of "That" engine a little more impressive this time...) Oh my jesus, its Madventure. God im glad you came back lol Link to comment Share on other sites More sharing options...
ZFG Posted March 30, 2008 Report Share Posted March 30, 2008 New resulotion. Link to comment Share on other sites More sharing options...
Sir Euan Posted March 30, 2008 Report Share Posted March 30, 2008 Widescreen is nice but i'd make it longer rather than shorter to get that effect cos by shortening the height you are taking away visibility rather than increasing visibility by making the screen longer. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted March 30, 2008 Report Share Posted March 30, 2008 More technology funnery. Breakable walls. Impressive because the game automatically calculates how many debris bits to create by dynamically measuring the length and width of the object. All I do is set the object group and MMF handles the rest. Link to comment Share on other sites More sharing options...
ZFG Posted March 30, 2008 Report Share Posted March 30, 2008 so this is the fated hour that I`ve heard about. anyway, that looks awesome blaze. Link to comment Share on other sites More sharing options...
Spike Posted March 30, 2008 Report Share Posted March 30, 2008 [qimg]http://i29.tinypic.com/1z1saqb.png[/qimg]New resulotion. Keep the original height and just make it wider. All you did was vertically squish it, which makes the game much more frustrating to play. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 30, 2008 Report Share Posted March 30, 2008 I also agree that ZFG should make his screen taller. [qimg]http://i203.photobucket.com/albums/aa30/BlazeHedgehog/spinthroughwall.png[/qimg]More technology funnery. Breakable walls. Impressive because the game automatically calculates how many debris bits to create by dynamically measuring the length and width of the object. All I do is set the object group and MMF handles the rest. That's amazing. You should make a tutorial and submit it to the site (or at least post it here so i can use it ;-; ). Link to comment Share on other sites More sharing options...
ZFG Posted March 30, 2008 Report Share Posted March 30, 2008 Better? Link to comment Share on other sites More sharing options...
Spike Posted March 30, 2008 Report Share Posted March 30, 2008 Yeah. Link to comment Share on other sites More sharing options...
ZFG Posted March 30, 2008 Report Share Posted March 30, 2008 New background. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 30, 2008 Report Share Posted March 30, 2008 I thought the old one looked a little better. Maybe you should find something to replace the spring yard bushes, I've always thought those things were pretty hideous. Maybe you should take a look at Marble Garden. Link to comment Share on other sites More sharing options...
Chaos Rush Posted March 30, 2008 Report Share Posted March 30, 2008 Room for improvement? I know I still need to work on the grass shading. Its Marble Zone if you couldn't tell. Link to comment Share on other sites More sharing options...
Aaron C-T Posted March 30, 2008 Report Share Posted March 30, 2008 ZFG: New resolution is lovely. Blaze: Woah, man. How in the world? I'm imagining this can also be applied in other ways to make truly destructive environments, yes? Like with benches, boulders and the like? Chaos Rush: I feel like maybe a darker green for the grass would look a bit better. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 30, 2008 Report Share Posted March 30, 2008 Well, when you really think about it, it isn't that hard. If you have the ability to obtain the sprite size, you just divide the length and height by 32 to get the number of blocks you want to create and make a fast loop. And use a qualifier to decide what to enact it on. And while you could do that to make lots of destrutive object, I'm not sure how well that would apply to everything (like benches and stuff). You'd need to find a good way of picking what kind of debris you want an object to break down into. Link to comment Share on other sites More sharing options...
ZFG Posted March 30, 2008 Report Share Posted March 30, 2008 Update thanks to Mr.S Link to comment Share on other sites More sharing options...
Gamemakernooblet Posted March 30, 2008 Report Share Posted March 30, 2008 [qimg]http://img134.imageshack.us/img134/5009/cnww9.png[/qimg]Room for improvement? I know I still need to work on the grass shading. Its Marble Zone if you couldn't tell. That is really cool dude . [qimg]http://i27.tinypic.com/xp4yh3.png[/qimg]Update thanks to Mr.S O_O the res looked better when the width was less and the height was larger too. Link to comment Share on other sites More sharing options...
Gamemakernooblet Posted March 30, 2008 Report Share Posted March 30, 2008 Something for you all to see. Link to comment Share on other sites More sharing options...
Asuma Posted March 30, 2008 Report Share Posted March 30, 2008 Yeah, use imageshack next time. I can't even screen those screen Link to comment Share on other sites More sharing options...
Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 ...holy fucking shit. Gamemakern00blet is blazefire. Blazefire made a new MSN address ([email protected], the one he used when he bandodged as sonic zero) and showed me those screenshots he posted here. Hell, even if we were wrong in banning sonic zero and for some reason he really wasn't blazefire, gamemakern00blet still had multiple accounts which is grounds for ban. Whether or not he's blazefire, he screwed himself over. Permabanned. Back on topic now. Chaos Rush: Everything except the grass seems a little oversaturated. Stone is supposed to be a less bright vibrant color. Not bad though, aside from some minor color issues and lack of grass shadow, it looks good. ZFG: That looks great. I could see the water reflection looking better with some ink effects though. I think the front tree is a little too dark too. If anything, the trees in front should be darker than the trees behind. It looks great though. Link to comment Share on other sites More sharing options...
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