Project: Metagame - Join and contribute!
- Bayking
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- Ice Cold
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- Bayking
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That's awesome. What are the dimensions?I would think we would have different backgrounds on a per-level basis. I would also hope that the sun was an actual object and not just the background. The backgrounds should probably tile so parallax scrolling can continue indefinitely (so the resolution doesn't matter)

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- Ice Cold
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- Bayking
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Alright, I'll make 9 different star backgrounds 400x600 in size to guarantee the most in tile variation, yet still being able to pull off a smooth repetition.i just said, it probably won't matter, because we'll want to tile it anyway. But anything under, say, 400x600 will probably look obviously repetitive.

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- Ice Cold
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also, here's some very rough sketches of some character ideas. I don't think we have any animators here, so I gave the run-man wheels instead to simplify animation. The idea is each guy has the same head and arm designs but different functions for their hand and lower body. I'm not really an artist, just throwing out ideas.
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- Bayking
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Ahahahahahahahahaha. Wahahahahahaha. Bahahaha. Hahaha.I don't think we have any animators here, so I gave the run-man wheels instead to simplify animation.

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- Ice Cold
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- Hawaii Five-Oh
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Ice Climbers are awesome. Deal with it.
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- Ice Cold
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I'm not sure what animation system we'll be using though, so you may have to redo them in a specific way when we decide on that.
- Bayking
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Actually, I can, but with Pivot 3 Beta (which allows sprites).very funny. You can't actually animate though can you?

- The Konami Number
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- Average Time to Take Breakfast in Equador
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in any case, matt, that demo has made me want running and jumping rather than hover mode, i think in hover mode we will need a camera that eases a LOT more slowly. sorry im not on a lot, still on holidays. good to see some work being done, ill be overjoyed if the art style goes in the direction i indicated, but you'd expect that.

"I'd be happy for a lion if it hunted me down and ate me, but not so happy for it if it locked up me and my family, then forced us to breed so it may devour our offspring." - entwilight <3
How do you know that God didn't intend for humans to be the animals' caretakers? He might be appalled that He gave us these animals to use and we're fucking eating them. - Tsukatu
4th - DDA Speedrunning Contest.
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- The 700 Club
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- Ice Cold
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- Average Time to Take Breakfast in Equador
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"I'd be happy for a lion if it hunted me down and ate me, but not so happy for it if it locked up me and my family, then forced us to breed so it may devour our offspring." - entwilight <3
How do you know that God didn't intend for humans to be the animals' caretakers? He might be appalled that He gave us these animals to use and we're fucking eating them. - Tsukatu
4th - DDA Speedrunning Contest.
One Hundred Percent Vegetarian
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- Ice Cold
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- Average Time to Take Breakfast in Equador
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also, possibility of a demo with a runman-style circle?

"I'd be happy for a lion if it hunted me down and ate me, but not so happy for it if it locked up me and my family, then forced us to breed so it may devour our offspring." - entwilight <3
How do you know that God didn't intend for humans to be the animals' caretakers? He might be appalled that He gave us these animals to use and we're fucking eating them. - Tsukatu
4th - DDA Speedrunning Contest.
One Hundred Percent Vegetarian
- Ice Cold
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Holy McAwesomeGyver that game looks awesome.Geti wrote:but that doesnt necessarily mean ugly. look, a pixel game with rotations and a lot of detail.
also, possibility of a demo with a runman-style circle?
Oh right, our game. I'm just gonna sketch some stuff out on paper first and see what's usable.
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- Ice Cold
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running is a lot more complex. You see, when on a planet, you'd expect to stay on the same point on the planet, even when the planet is spinning. The way I implemented that before was with infinite friction - once you touch the planet you stick to it completely. However doing this means there can be no acceleration while on a planet, which prohibits n-like movement. I'm brainstorming ways to resolve this.. right now my best bet is separate coordinate systems for the world -- cartesian, and for planets -- polar. This sort of stuff is actually a lot more complex than it sounds because using linear acceleration the player tends to fly off the planet -- unless the planet is big enough or the player is slow enough. This problem also would happen in the real world: if you were on a really small planet and you tried to run around it you'd fly off. But obviously implementing real-world sized planets is not a possibility.Geti wrote:but that doesnt necessarily mean ugly. look, a pixel game with rotations and a lot of detail.
also, possibility of a demo with a runman-style circle?
basically, I'm working on it.
EDIT: in the meantime, look at this very rough demo. I stopped the spin of the planet. CAPSLOCK switches between rotating camera and static. shift is jump (it just makes you go up so only use it in rotation camera mode).
as I suspected, easing is terrible (toggle this with numlock). When you run around the planet, it lags behind. because of this, pressing down will more closely move you along the planet than pressing across, which can lead to some unfortunate camera insanity. (play around, you'll see what I mean)
http://psychonova.110mb.com/rough.swf
- Demon Fisherman
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Or would that cause chugging problems?
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- Ice Cold
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Yes I can do that, I'll do it for the next demo if you like but remember, this is just me testing out stuff, not intended to be polished and nice.
- Demon Fisherman
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Or is it happening due to the relative speeds of the objects, in which case it wouldn't work...
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- Ice Cold
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- The Konami Number
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