Project: Metagame - Join and contribute!

Discuss aspects of the community itself and talk about the people and ideas that make this place work.
User avatar
Bayking
Posts: 318
Joined: 2008.09.27 (19:36)

Postby Animator » 2008.12.13 (00:49)

What size will the background be? The usual 800 by 600? I already have some background concepts in the works. It's really more than one background, one in the very back (consisting of shining white stars (very few red and blue stars) stars and a giant flare showing the sun. Another layer could be cosmic space clouds, scrolling along the game as you move (semi-transparent, in front of the layer), and then add whatever needed in the next layer, like distant planets and asteroids and such. It would be wonderful to be this to work, and I could draw up concepts if I had dimensions for the background,
Image

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.13 (01:01)

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)

User avatar
Bayking
Posts: 318
Joined: 2008.09.27 (19:36)

Postby Animator » 2008.12.13 (01:24)

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)
That's awesome. What are the dimensions?
Image

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.13 (01:29)

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.

User avatar
Bayking
Posts: 318
Joined: 2008.09.27 (19:36)

Postby Animator » 2008.12.13 (01:45)

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.
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.
Image

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.13 (01:55)

ok, but they'll probably need a lot of revision later when we decide on color schemes for each level and stuff

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.
Attachments
gamesketch.png
(2.84 KiB) Downloaded 491 times

User avatar
Bayking
Posts: 318
Joined: 2008.09.27 (19:36)

Postby Animator » 2008.12.13 (04:04)

I don't think we have any animators here, so I gave the run-man wheels instead to simplify animation.
Ahahahahahahahahaha. Wahahahahahaha. Bahahaha. Hahaha.
Image

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.13 (04:06)

very funny. You can't actually animate though can you?

User avatar
Hawaii Five-Oh
Posts: 921
Joined: 2008.09.26 (05:49)
NUMA Profile: http://nmaps.net/user/condog_111
MBTI Type: ISTJ
Location: Melbourne-ish

Postby Condog » 2008.12.13 (04:38)

I can animate. I can animate very well. I'll have a shot at animating the basic characters.
Image

Ice Climbers are awesome. Deal with it.

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.13 (04:51)

oh, I remember some graffiti animated signature at the old forums. That was pretty good.

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.

User avatar
Bayking
Posts: 318
Joined: 2008.09.27 (19:36)

Postby Animator » 2008.12.13 (05:08)

very funny. You can't actually animate though can you?
Actually, I can, but with Pivot 3 Beta (which allows sprites).
Image

User avatar
The Konami Number
Posts: 573
Joined: 2008.09.29 (22:27)
NUMA Profile: http://nmaps.net/user/_destiny%5E%2D
MBTI Type: ISTJ
Location: UK

Postby Destiny » 2008.12.13 (19:39)

I prefer geti's blue robot by far than those designs. I'm still voting for a single character.
Image
Image

User avatar
Average Time to Take Breakfast in Equador
Posts: 640
Joined: 2008.09.27 (03:11)
NUMA Profile: http://nmaps.net/user/geti
MBTI Type: ENFJ
Contact:

Postby Geti » 2008.12.16 (14:58)

woot, im prefered. uh, i had to navigate back 7 pages to find the topic, more activity maybe? or have to forums just gone crazy?
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.
spoiler

"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

deviantArt Profile - 1BarDesign
God knows if i'm back.

The 700 Club
Posts: 732
Joined: 2008.11.19 (00:59)
NUMA Profile: http://nmaps.net/user/greenblack
Location: In the land of the jabberwocky

Postby blackbelmoral » 2008.12.17 (02:42)

here is a sample of a logo done in ned. just want to see how you like it, or what do we want for a logo (if we want one)
thanks
Nmaps.net
need to texture the planets
YAR HAR!
Image
X2
Sigs:
29403|?NicNac?| Kablamo
Atilla wrote:If I offer a position, particularly one that requires a degree of responsibility and maturity, verbally abusing me because you missed the position will only confirm my belief that you were not the best candidate

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.17 (05:40)

geti: well that's the thing. It used to be fun and sort of relaxing to be able to float around and just watch and enjoy the orbital physics, but I added the camera and it's just disorienting. Maybe for hover mode there shouldn't be a rotating camera at all? If we ease the camera we won't be able to use raster sprites for the character as animator seems to want (but it's not a problem for me), but I don't think easing would really fix the problem. With a rotating camera there's no solid point of reference to focus on so it's a bit difficult to follow what's happening.

User avatar
Average Time to Take Breakfast in Equador
Posts: 640
Joined: 2008.09.27 (03:11)
NUMA Profile: http://nmaps.net/user/geti
MBTI Type: ENFJ
Contact:

Postby Geti » 2008.12.17 (10:23)

why wouldnt we be able to use sprites? they'll only be a little distorted.. also, the point of reference is your character, with a slow ease that works fine. and i mean at least 3 seconds for a 180 turn for slow..
spoiler

"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

deviantArt Profile - 1BarDesign
God knows if i'm back.

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.17 (11:08)

once you introduce any sort of easing, it will be rotated for extended periods of time because when you're moving the easing is constantly "catching up" (like when you're on a spinning planet). Even if we use some kind of acceleration-based easing (which I've tried and isn't very intuitive), stuff like jumping or running along a flat will cause long periods of rotated sprites. Also, really, once you start rotating sprites at all they're pretty much equally distorted.

User avatar
Average Time to Take Breakfast in Equador
Posts: 640
Joined: 2008.09.27 (03:11)
NUMA Profile: http://nmaps.net/user/geti
MBTI Type: ENFJ
Contact:

Postby Geti » 2008.12.17 (12:05)

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?
spoiler

"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

deviantArt Profile - 1BarDesign
God knows if i'm back.

User avatar
Ice Cold
Posts: 209
Joined: 2008.09.26 (11:13)
NUMA Profile: http://nmaps.net/user/Ignate
MBTI Type: ISTJ
Location: Between the lines, baby.
Contact:

Postby Ignate » 2008.12.17 (15:13)

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?
Holy McAwesomeGyver that game looks awesome.
Oh right, our game. I'm just gonna sketch some stuff out on paper first and see what's usable.

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.18 (00:44)

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?
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.

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

User avatar
Demon Fisherman
Posts: 1246
Joined: 2008.10.01 (23:37)
NUMA Profile: http://nmaps.net/squibbles
MBTI Type: ENFP
Location: Canberra

Postby squibbles » 2008.12.18 (04:28)

Matt, would it be possible/plausible to devide ALL movement speed by a certain number, then multiply the framerate by that factor?

Or would that cause chugging problems?
spoiler

Nmaps.net

Tsukatu wrote:I don't know what it is, squibbles, but my brain keeps inserting "black" into random parts of your posts these days.
I totally just read that as, "I'd hate to be the only black guy stuck using v1.4."
[/ispoiler]

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.18 (04:40)

you mean you want it to run more smoothly?
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.

User avatar
Demon Fisherman
Posts: 1246
Joined: 2008.10.01 (23:37)
NUMA Profile: http://nmaps.net/squibbles
MBTI Type: ENFP
Location: Canberra

Postby squibbles » 2008.12.18 (05:07)

no, I mean to stop him flying off the planet, would it be plausible to just slow everything down, and increase the framerate to make it seem that it's moving at regular speed?

Or is it happening due to the relative speeds of the objects, in which case it wouldn't work...
spoiler

Nmaps.net

Tsukatu wrote:I don't know what it is, squibbles, but my brain keeps inserting "black" into random parts of your posts these days.
I totally just read that as, "I'd hate to be the only black guy stuck using v1.4."
[/ispoiler]

Ice Cold
Posts: 202
Joined: 2008.09.26 (11:49)
Location: Australia
Contact:

Postby mattk210 » 2008.12.18 (05:19)

Once the lateral acceleration is greater than the centripetal acceleration due to gravity, you'll leave the planet. It has nothing to do with the framerate.

User avatar
The Konami Number
Posts: 573
Joined: 2008.09.29 (22:27)
NUMA Profile: http://nmaps.net/user/_destiny%5E%2D
MBTI Type: ISTJ
Location: UK

Postby Destiny » 2008.12.18 (08:54)

hmm, how do i play the demo you posted? When i open it as a webpage, i just get a small black circle in the middle of the screen, and a huge grey circle with a cross next to it....
Image
Image


Who is online

Users browsing this forum: No registered users and 5 guests