CHAMBER (working title)

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  • Heyo! Looking good there. Everything's looking nice and slick. I get slowdown on my machine every once in a while from all the fancy effects though. But the lava and the shine on the blades is hot, hot hot! Nice job!

    I think the handspring move is sweet, and the animation looks cool, but the frame where her legs are up in the air is shown just a split-second too long which makes it look a little jerky. I think it might look smoother if you just made it the same speed all the way through the animation. Worth trying out anyway to see what people think, and it's easy enough to change back if it turns out to be worse.

    I also get the tile separation glitch on my machine but that's no fault of yours.

    And unfortunately I feel I have to respond to this...

    Anyways, you're working with deadeye so I'm done responding to this thread.

    What wrong with you? This is totally inappropriate and wholly uncalled for. If you don't like me or whatever, fine... keep me on ignore. But don't go skulking around the forums trying to troll me every chance you get, especially in other people's threads. You're just going to end up getting more good threads locked.

    Sorry for the derail.

  • Hey partner

    Yeah, I think once I add the rest of the frames to the flip we can tweak the frame speeds and such... no worries there. I have only 1 and a bit frames left to edit YAY! After that I have to make a wall slide frame, and a roll or slide animation.

    Oh, and don't worry about the derail... from now on the policy shall be:

    <img src="http://homepage.mac.com/aurich/ars/locks/feed_trolls.gif">

    ~Sol

  • Sorry I totally forgot to comment on the game itself! Its got potential but I kind of feel the running animation is missing a frame or something....maybe its just me...but the hand stand is cool and the blood effects are pretty sweet.

    Oh and new rule, people who fight on these forums will have their avatar changed to this:

    <img src="http://tbn0.google.com/images?q=tbn:euYcQkcjTNhsXM:http://www.osceola.org/Files/Department/OsceolaOrg%255CMyLittlePony.JPG">

    You've been warned

  • I had a look at the original angel animation and its 10 frames.....and yet so is urs...why doesn't it run as smoothly as this

    BTW where do you get sprites as gifs like that ?

  • ah ok, if its not gonna be as free running as I thought then you could probably fit the handplant in there GO Soldjah!

  • LOL Dave! xD

    I think the original looks smoother because it's running faster than mine. I think the speed of that one is a little too fast, but mine is a little too slow. These are all things deadeye and myself will fix up over time. The hand plant animations are now done, just adding them into the game to see what they look like, and tweak that whole "thing".

    And thanks HighImpact! I'm going to call you H.I. for short from now on lol.

    *EDIT*

    You can find sprite sheets all over the place... just use google image search and type in "sprite sheet" if you want a range of generic stuff, or search google's main page with key words like "sprite archive".

    *DOUBLE EDIT*

    You will find both sprite sheets and animated sprites using both of those methods... though the most common sprites you will find animated are KOF, Street Fighter, and Metal Slug... though there are others those are the most common ones to find.

    ~Sol

  • I put the two animations next to each other, the original feels like it has more frames because of the skin revealed on the tighs...it makes the leg in the foreground and the leg in the background more distinguised...

  • BTW where do you get sprites as gifs like that ?

    http://ggxlol.highervoltage.net/ <-- tons of guilty gear sprites

    wish i knew of more sites like that for other game series.

    I put the two animations next to each other, the original feels like it has more frames because of the skin revealed on the tighs...it makes the leg in the foreground and the leg in the background more distinguised...

    good observation. i thought the animation looked jumpy, too.

    perhaps he could add a detail on one leg -- a bag, holster, or just a band around it or something.

  • Ah yes buys you are brilliant

    I'll have to add something to her other leg... like perhaps a red handkerchief or something tied around it... absolutely right....

    DAMN! MORE EDITING! lol

    Oh well... I'll get to it later... I want to finish coding the engine and stuff since all of the major animations are now done... and adjustments can be made later on without affecting anything.

    Good eyes guys, thanks!

    ~Sol

  • Push! Sol, that work aint gonna get done by itself, and we all know Deadeye is "terribly, terribly lazy". OK im lazy too but... well deadeye has more posts so that doesnt mean he can be lazy!

    Anyway, just an idea, maybe you can add little med kits or something that if you've been hurt you can press a button to use them to fill up a very small portion of life. maybe bandaids lol. Unless of course if anything you touch is gonna be a one hitter quitter. Then this game is going to be hella hard

  • Push! Sol, that work aint gonna get done by itself, and we all know Deadeye is "terribly, terribly lazy". OK im lazy too but... well deadeye has more posts so that doesnt mean he can be lazy!

    Anyway, just an idea, maybe you can add little med kits or something that if you've been hurt you can press a button to use them to fill up a very small portion of life. maybe bandaids lol. Unless of course if anything you touch is gonna be a one hitter quitter. Then this game is going to be hella hard

    LOL Bandaids hahahaha!

    Yeah I was planning on having seperate difficulty setting, which basically affect how much damage you take fom getting hit with traps... easy mode will be minimal damage to the point you would be able to run through an entire saw traps (for example) and not quite die. Medium would allow you to contact it a little bit, but you'd take pretty heavy damage, and Hard mods will be like you said, a one hitter quitter. This should be easy enough to add using a global variable, and using that as a damage multiplier.

    I am going to try and finish the wall slide, roll, and wall jump today and upload the final build before I start working on an official demo. Deadeye, I will send you the CAP once I have added the animation files for wall jump, wall slide, and roll... that way you can make any adjustments accurately since the proper animations will be there.

    Cheers guys!

    ~Sol

  • OK so it took me longer than anticipated... blame my friends for making me party and participate in real life for the weekend.

    Here is the final preview build for the control engine. There is still some bug fixing and tweaking to do on the wall jump and slide etc, but it should be enough of an idea of how things are going to work for the demo, then full version.

    Let me know what bugs you guys find if that's cool... I am aware of a few, but any I have missed... yeah.

    New Controls:

    Roll: Crouch then move left or right.

    Wall Jump: Stand near a wall (or jump towards it) then hold SHIFT to wall jump

    Wall Slide: Hold a direction towards a wall

    The way this is setting out, will be basically MOVE keys and an ACTION button. The action button will work a lot like the "free run" button in Assassins Creed where you can pretty much hold shift to do a combination of climbing and jumping etc. The only time you have to press "action" to a precise timing is to jump/leap over traps or gaps.

    Have fun!

    http://www.fileden.com/files/2007/8/21/ ... -v0.88.exe

    ~Sol

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  • Wow Sol, this thing is much more solid than last time I tried it. The handplant looks MUCH better now that I see what looks to be the full thing. You must've had a hard time putting in the wall jump since you had to make the name of it "****ing Work!!!" XD. Those kill saws are much more menacing now too. I ran into a bug when I rolled around in the lava and then jumped to the side platform to do a hand plant while still holding down crouch. I was glitched and couldnt move and the animation would be stuck on rolling. I haven't been able to do this again so I guess it was just a lucky fluke. Its looking pretty cool now and more importantly FUN. Ill be sure to play the demo when it comes out

  • Wow Sol, this thing is much more solid than last time I tried it. The handplant looks MUCH better now that I see what looks to be the full thing. You must've had a hard time putting in the wall jump since you had to make the name of it "****ing Work!!!" XD. Those kill saws are much more menacing now too. I ran into a bug when I rolled around in the lava and then jumped to the side platform to do a hand plant while still holding down crouch. I was glitched and couldnt move and the animation would be stuck on rolling. I haven't been able to do this again so I guess it was just a lucky fluke. Its looking pretty cool now and more importantly FUN. Ill be sure to play the demo when it comes out

    Hey thanks mate

    I'll look into that glitch you found... I probably just have to add some extra conditions into the event for the hand plant or something. Shouldn't be too hard to fix that up

    Glad you like the extra stuff so far... still needs tweaking because the wall slide cuts you into the wall slightly, and the roll can't change directions unless you stop for quarter of a second before pressing the other way... unless you want to stand up and run that is.

    I sent th cap to deadeye to have a look at, so hopefully he can optimise some stuff and make it sweet as.

    Now I just have to add some more traps and cool effects, plus draw up some backgrounds and random details to add in... and a demo should be realistic within a week or two. I'm anticipating a finished game by Christmas time, but don't hold me to that lol.

    ~Sol

  • A Christmas present! w00t! *Ducttapes Sol to his post*

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