luksamuk Posted November 4, 2011 Report Share Posted November 4, 2011 Bumping the topic and my engine a bit Screenshot of the HUD. The little ball in the left of the health shows what kind of impact you're gonna get: A small one, a hard one, or an instant death. The "capsule" in the right tells you if you've chosen to make a Skill Roll when you touch the ground. If you id, it'll say "COIL". Changelog: * Added Health, and an impact factor that will make you lose health if falling from a big height. Scale goes 0~1000, and the max health the impact can drain from you is 600. Still, a very big fall will result in instant death. * The genesis of a menu, or level select, idk. You choose whichever map you want to play. * Speedrun mode. To-Do: * Add a proper animation and SFX for dying after losing all health after a big fall. * Replace the Beta SFX * Finish the Level Ending. After that, I'll be pretty much releasing a little beta here to know what you guys think. One more thing: Can anyone redirect me to any sprite drawing tutorial? I am having TOO MANY ISSUES when drawing a proper character. Link to comment Share on other sites More sharing options...
Serephim Posted November 6, 2011 Report Share Posted November 6, 2011 im rude ya we kno totally unnecessary bro Link to comment Share on other sites More sharing options...
Strife Posted November 6, 2011 Report Share Posted November 6, 2011 Dragon Valley Act 2, which takes place underneath Act 1. I'm mainly trying to work out the colors now, but I like how it's coming out. Link to comment Share on other sites More sharing options...
P3DR0 Posted November 6, 2011 Report Share Posted November 6, 2011 Looks amazing as always, Strife. But I think it can use some more saturation, you know bump the colors a lil' bit... The water waves doesn't combine with the rest of the bg, cause they're too bright and too colorful. Either way, awesome. Looking foward to see more. Link to comment Share on other sites More sharing options...
Hybrid35 Posted November 6, 2011 Report Share Posted November 6, 2011 The colors look pretty good, but maybe make it brighter to match the water color. Other than that I can't wait to see some tiles. Link to comment Share on other sites More sharing options...
sonicyoda Posted November 7, 2011 Report Share Posted November 7, 2011 ya we knototally unnecessary bro Bloody hell, chill out! I was only having a laugh with the newbie. Sodding internet; everyone takes everything so bloody seriously! Shall I stick a load of happy emoticons on the end so it's obvious I was being sarcastic? :) :) Link to comment Share on other sites More sharing options...
SaitoSan Posted November 9, 2011 Report Share Posted November 9, 2011 New Video Link to comment Share on other sites More sharing options...
BlazefireLP Posted November 9, 2011 Report Share Posted November 9, 2011 The way you've tried to do the homing marker is actually wrong. It should only appear when you are jumping or "Action = 1". Assuming you're trying to mimmick it properly. Jumppanels look like they function well however a nice touch would be to Atan2 his Xspeed & Yspeed when he is moving to create a sense of him moving in that direction. Either that or you could simple set a temporary angle on each node he goes to. So it'd kinda be like "Set PlayerSkin_Sonic Angle to Atan2(Xspeed("Player"),(Yspeed("Player")). Link to comment Share on other sites More sharing options...
SaitoSan Posted November 9, 2011 Report Share Posted November 9, 2011 @BlazefireLP Thanks i'm going to go ahead and fix the marker. And changing the animation to the angle where hes going to obtain collision with the jump pads should be easy to so i'll change that also thanks Blaze. Edit: It's getting kinda hard to do a few things since i don't have the full version of mmf2..... Link to comment Share on other sites More sharing options...
Serephim Posted November 9, 2011 Report Share Posted November 9, 2011 Bloody hell, chill out! I was only having a laugh with the newbie. Sodding internet; everyone takes everything so bloody seriously! Shall I stick a load of happy emoticons on the end so it's obvious I was being sarcastic? :) :) because posting around here more often suddenly gives you the right to insult people? Link to comment Share on other sites More sharing options...
luksamuk Posted November 9, 2011 Report Share Posted November 9, 2011 Again, STOP THE WAR. The time you lose deciding who is more stupid is the time you guys could be commenting the actual content of this thread. Here it is. ((DOWNLOAD HERE)) AND READ BEFORE POSTING ANYTHING ABOUT IT: I need you guys to rate it, rate the gameplay (consider that these parkour-based moves are VERY VERY basic, and the actual characters are going to have much more movements that just these, either melee, either using a weapon or even shooting) and tell me what you think that should be improved. Please, don't consider the Knuckles sprite, and let me repeat: THIS IS NOT going to be a FANGAME with a DIFFERENT GAMEPLAY, but yes an actual game. I will also ask again for some tutorials for drawing human characters, because it's my first time in 6 years of programming. Move list: - Wallclimb: Approach a wall and jump, you'll automatically walk on it. Getting speed and jumping on the wall will help you climb higher. You can also jump off of it and climb up another wall on the other side, but if you jump again out of this other wall, you won't be able to do so. - Skill Roll: In case you're about to have a hard fall, press the down button to make a Skill Roll when you touch the ground to avoid losing health. Notice that, if you don't, you'll lose health relative to how high was the height you fell from. If your health reaches 0, you will faint. Also, if you fall from a very high height, you will automatically die as well. - Slowdown: Press S at any time to create a slowdown that will give you more reaction time, creating an illusion effect. Pressing D or getting hurt will automatically deactivate it. This feature is unavailable in Speedrun Mode. Things you should consider looking into: - The HUD: The main bar with the red fill is your health. The circle on the left tells you which kind of impact you're going to have on your current fall (Heavy, Very Heavy, Deadly); The rounded thing on the right tells you if you're gonna make a Skill Roll when you touch the ground (it will say "COIL" if you will). - The first look of the Main Menu, which is going to be very interactive, and is very simple for now; - Make a walkthrough on both Play and Speedrun Modes; - Wallclimbing, Skill Rolling, Walljumping with precision to reach higher heights; - Dying by losing all health; - Testing the Slowdown; - Dying by falling from a VERY HIGH ground. I'm sometimes experiencing some non-purposal slowdowns on my PC because of the use of Perspective, but that's probably because I use Windows 7 while having only 1 gig of mem. I'd like to see if you guys are experiencing any noticeable slowdowns here too, so I left a DEBUG key to activate/deactivate the Framerate count. Alternate between Visible and Invisible with Q and W. LAST NOTE - Translations: "Novo Projeto" = New Project "Selecione um mapa" = Select a map "Ãrea de treinamento" = Training Area "Jogar" = Play (Yes, this is primarily going to have Portuguese support.) FLASH NEWS: Stage is unbeatable due to a little bug in the fadeout. Already corrected that on my project. Link to comment Share on other sites More sharing options...
BlazefireLP Posted November 9, 2011 Report Share Posted November 9, 2011 @BlazefireLP Thanks i'm going to go ahead and fix the marker. And changing the animation to the angle where hes going to obtain collision with the jump pads should be easy to so i'll change that also thanks Blaze.Edit: It's getting kinda hard to do a few things since i don't have the full version of mmf2..... Check your Pm's braw. Link to comment Share on other sites More sharing options...
OverbounD Posted November 10, 2011 Report Share Posted November 10, 2011 Serephim correcting SonicYoda's behavior isn't a war, it's just hilarious. Serephim of all people correcting SonicYoda of all people. Maybe Sereph will correct Smidge next. Link to comment Share on other sites More sharing options...
Serephim Posted November 10, 2011 Report Share Posted November 10, 2011 Or perhaps you? Who knows. Link to comment Share on other sites More sharing options...
OverbounD Posted November 10, 2011 Report Share Posted November 10, 2011 That crossed my mind. But Smidge was a better example of an awesome person that I. Minor insult aside, SonicYoda is one of the nicest people in the community. So I thought it was a good comparison. Link to comment Share on other sites More sharing options...
TailsSena Posted November 10, 2011 Report Share Posted November 10, 2011 Or perhaps you? Who knows. I will laugh so hard. I can't think of anything Overbound's said that would need correcting, manners pay off like that... Now I sound like a hypocrite, huh? Link to comment Share on other sites More sharing options...
Serephim Posted November 10, 2011 Report Share Posted November 10, 2011 I've been pretty awesomely nice as of late. I dont get into random stupid arguments with people at all anymore. In fact, last actual argument i can remember having here is with you. It always has something to do with newbies though. Link to comment Share on other sites More sharing options...
OverbounD Posted November 10, 2011 Report Share Posted November 10, 2011 I agree, Sereph. Your a good member, you just get unruly every once in a while. It happens though, its not like I've never been unruly around here. Remember when Michael Jackson died? Anyways, I just had to give you a little grief for stepping on SonicYoda's toes. Link to comment Share on other sites More sharing options...
Sparks Posted November 10, 2011 Report Share Posted November 10, 2011 Why are you clicking blind spoilers? Not actually in game yet, we have yet to get around to testing a new collision detection system. Once again, teasing at the level map (which is currently 11392x1280px). Link to comment Share on other sites More sharing options...
BlazefireLP Posted November 10, 2011 Report Share Posted November 10, 2011 1st, I love that level art. 2nd, fuck you I like spoilers damnit >:U. Link to comment Share on other sites More sharing options...
TailsSena Posted November 10, 2011 Report Share Posted November 10, 2011 @BlazefireLP: I second that! D: Link to comment Share on other sites More sharing options...
Serephim Posted November 10, 2011 Report Share Posted November 10, 2011 damn you sparks you trolllllllllllll Link to comment Share on other sites More sharing options...
sonicyoda Posted November 10, 2011 Report Share Posted November 10, 2011 [qimg]http://img228.imageshack.us/img228/3535/constructionpl.png[/qimg] Very, VERY pretty. Not so sure about the sand though but it is becoming more and more apparent that sand is an absolute bastard to get right. Regardless, I like the blend of natural and construction. Seems to be a running theme with this game! Also, apologies for getting touchy. I was only being silly with the newbie, I did not mean to cause any offence. This is the main reason the internet gets on my nerves from time-to-time; you can never tell HOW a person says something. Also, cheers for the kind words Overbound; you're a ledge Link to comment Share on other sites More sharing options...
snow toilet Posted November 10, 2011 Report Share Posted November 10, 2011 [qimg]http://img228.imageshack.us/img228/3535/constructionpl.png[/qimg]Why are you clicking blind spoilers? Not actually in game yet, we have yet to get around to testing a new collision detection system. Once again, teasing at the level map (which is currently 11392x1280px). Sick looking palm tree. Link to comment Share on other sites More sharing options...
Strife Posted November 10, 2011 Report Share Posted November 10, 2011 Sparks, that's an awesome mockup. The colors are so vibrant, and the custom Sonic sprite looks excellent. As for the sand, I think it looks fine, considering how difficult sand is to get right. Link to comment Share on other sites More sharing options...
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